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Questions tagged [entity-system]

A programming paradigm in which gameobjects (entities) are composed out of components, and are operated upon by systems. Each entity is an ID that points to specific components.

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High level At a high level, I'm looking to create a galaxy exploration-style game. A number of points of interest will be selectable on the map (I'd like to aim for several hundred, but flexible and ...
Basic's user avatar
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In my games using entity framework (for example using https://github.com/libgdx/ashley ) help me to separate data from logic in different systems. But a problem I've found is how to handle events ...
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I have a working ECS-system set up, largely inspired by this brilliant article (not at all required reading to be able to answer my question) on https://indiegamedev.net/ showcasing an ECS-system with ...
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Let's say we have three enemies, a bear trap, a fire trap, and a minotaur. When you walk over the bear trap, the game spawns an invisible entity that, upon the player colliding with it, slows the ...
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I'm writing an entity component system and want to store each type of component separately and contiguously in memory in a way that's easy to iterate over. Component...
Accumulator's user avatar
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I'm trying to figure out how to implement a simple ECS with an Archetype approach, similar to what Unity's ECS uses. An archetype is just a category for entities that have a specific set of components....
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I'm developing a top-down game using Javascript and Canvas in an ECS architecture. I'm wondering, which of these is better from a design / elegance point of view? Method 1: Combining the ability ...
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For example, let's say that the player walks into an enemy and in response, a chain of events should occur (such as: his score goes up, the enemy dies, a cinematic starts, etc.) I see two "proper&...
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Let's say I have a Transform-component-type, and a Color-component-type (to keep things simple). I also have an entity E that is ...
LeonTheProfessional's user avatar
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I'm trying to wrap my head around the concept of ECS (Entity Component System). I think I grasp the concept of the different parts, Entities, Components, and Systems. Entities: Basically just a ...
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For reasons outside the scope of this question, my game has several full copies of the game environment running asynchronously. At any one time, only one of these is rendered. This is trivial to ...
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So I'm working on a game where squads of varied units would explore, fight, trade and build on an overworld map. Combat would be automated more or less, and happen on the overworld. Basically, ...
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Here's the analogy: I have an organism which is composed of cells which can be further composed of a medley of attachments. What I have currently is a sort of event chain between child/parents to ...
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A little bit of background, I'm coding an evolution game with a friend in C++, using ENTT for the entity system. Creatures walk around in a 2D map, eat greens or other creatures, reproduce and their ...
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I'm trying to get into Unity's Hybrid ECS feature. Creating and Manipulating Entities has worked fine so far for me, but somehow I can't find a viable option to delete Entities which works 100% of the ...
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Using a DOD approach, what is the typical way to handle dealing with the actual IDs of game objects? Obviously, each entity has a unique entity_id that is ...
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I'm restructuring my model of entities, components and systems, where entities are: ...
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I'm currently designing a game engine and want to implement my own ECS implementation, so I decided to look around for ideas. Unity has recently updated their engine and seems to be pushing towards ...
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I am considering to implement AI using ECS which actually contradicts working with naive FSMs. My current idea is to have multiple components which represent the particular state an Entity that has a <...
Christian Ivicevic's user avatar
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Wondering in general how IDs are stored in a large massively multiplayer online game. From what I can imagine, it seems that each "game entity" would have a globally unique ID (GUID). Say there are ...
Lance Pollard's user avatar
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Is it possible to use Hybrid ECS with some components and the standard MonoBehaviour with all your old code? I want to know because I already have some game ...
Marc Rasmussen's user avatar
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I've just recently started working with LibGDX and Ashley, and I find it to be really useful and I like working with the whole entity/component/system workflow. But I've been starting to layout the ...
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I am currently trying out Ashley and overall learning how an ECS works internally. What I currently don't understand is how Ashley in particular keeps its systems up-to-date by adding or removing ...
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So, I'm new to ECS. The concept is very interesting in contrast to traditional OOP and heavy inheritance. I'm working on a game right now that is open-sourced, but does not actually have a game loop. ...
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I have implemented an entity component sytsem (ECS) in my game engine (SFML and C++ 17). An entity has an array of components. You can get a components by its type e.g.: ...
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