Skip to main content

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.

Filter by
Sorted by
Tagged with
120 votes
10 answers
22k views

I have two user cases: How would entity_A send a take-damage message to entity_B? How ...
deft_code's user avatar
  • 7,642
1 vote
0 answers
689 views

I decided I would develop a game engine in c++, so I was thinking about different ways of handling objects. I also have experience with ROBLOX, so I know that it uses an object-oriented design as ...
Bunabyte's user avatar
  • 331
21 votes
5 answers
5k views

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 ...
Alex's user avatar
  • 383
3 votes
2 answers
1k views

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 ...
JensB's user avatar
  • 157
7 votes
2 answers
2k views

I'm drafting my game and implementing small stuff in it, but hit a roadblock. You see, for my game I would like for different items to behave the same or to share behavior, for instance, some items ...
shackra's user avatar
  • 203
46 votes
1 answer
11k views

Lately, I've been doing a lot of reading on entity systems to implement in my C++/OpenGL game engine. The two key benefits that I constantly hear lauded about entity systems are the easy construction ...
Haydn V. Harach's user avatar
34 votes
5 answers
12k views

After asking two questions about entity systems (1, 2), and reading some articles on them, I think that I understand them much better than before. I still have some uncertainties, mainly about ...
jcora's user avatar
  • 7,917
0 votes
1 answer
137 views

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 ...
Vokail's user avatar
  • 436
0 votes
0 answers
1k views

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 ...
Ryan Peschel's user avatar
9 votes
2 answers
2k views

I am currently creating a small hobby project to get back into game development, and I have decided to structure my entities using an ECS (Entity Component System). This implementation of an ECS is ...
Applekini's user avatar
  • 8,543
0 votes
0 answers
903 views

I am working on a small multiplayer game with rpg elements using java and "Artemis ODB". Most of the logic is already done but one important thing is missing. The persistence. So i am ...
genaray's user avatar
  • 517
0 votes
2 answers
3k views

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
9 votes
2 answers
7k views

I'm trying to find the best design pattern for my AI code using an ECS. Right now the entities that act as CPU-controlled have components like: WeaponComponent ChargeComponent MovementComponent ...
Valerio Santinelli's user avatar
17 votes
3 answers
7k views

This is a followup to this question, which I answered, but this one tackles with a much more specific subject. This answer helped me understand Entity Systems even better than the article. I've read ...
jcora's user avatar
  • 7,917
8 votes
1 answer
4k views

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
7 votes
2 answers
15k views

I want to ask if the following is an effective way to architect event propagation using an ECS? Here is a hypothetical collision scenario using an ECS. Components: ...
Danny Yaroslavski's user avatar
27 votes
4 answers
3k views

I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set ...
Jon Purdy's user avatar
  • 800
12 votes
4 answers
4k views

If an Entity has no explicit 'type' (e.g. player) and is simply a collection of components, how do I identify the entities that my systems should and should not be working on? For example, in a game ...
Garee's user avatar
  • 223
6 votes
2 answers
5k views

I'm planning to develop a game in C# (but I don't think that language matters) and I'll be using Entity Component System since I know by design that my game will have a lot of different game items ...
Andrew's user avatar
  • 111
4 votes
2 answers
1k views

Recently I've been throwing problems at Entity Component Systems to see how far I can push the paradigm. One problem in particular I struggle with, which is writing an elegant implementation of the n-...
Sander Mertens's user avatar
1 vote
1 answer
3k views

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 ...
BloodEchelon's user avatar
59 votes
1 answer
18k views

Yesterday, I've read a presentation from GDC Canada about Attribute / Behaviour entity system and I think it's pretty great. However, I'm not sure how to use it practially, not just in theory. First ...
TomsonTom's user avatar
  • 703
1 vote
3 answers
2k views

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 ...
sme's user avatar
  • 111
5 votes
2 answers
5k views

I'm new in game development and I'm struggling to implement Entity Component System (ECS) properly, I have no idea whether I'm doing it right or completely wrong. Basically, I try to implement ECS ...
tronic's user avatar
  • 53
9 votes
1 answer
6k views

I'm not here to ask for any specific code implementation, I'm here just to make my ideas clearer. But let me explain the situation: I have already developed some little and amatorial game projects (...
Andrea Algeri's user avatar

1
2 3 4 5
9