Questions tagged [entity-component-system]
The entity-component-system is an architectural pattern that uses very few and simple entity classes whose instances are dynamically composed of components that provide structural and behavioral features.
24 questions
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How are ECS and DoD combined?
Where is this array of components over whitch queries are done to run through systems? How do the components get into those arrays? How does the query system work?
Does this combined system even have ...
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What is a common practice to refer to other datas within a data oriented design?
This question has been in my mind for a while now, especially in the context of high performance, interactive 3d applications. Just want to find out what is the general practices in DoD for ...
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Rust/specs – what is the good/idiomatic way of design level walls/static objects handling in an ECS architecture
Warning: long question ahead, don't be afraid, I just tried to be as precise as possible about details for who wants them but many paragraphs are skipables if you already understood what I want ;).
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Writing a data-oriented ECS update loop that handles multiple components
So I have an engine in progress that's structured like this:
entities are simple ids (unsigned short)
components are stored in pools which are static members
systems are stored by the manager, and all ...
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different collision geometries in a component based game engine
I'm writing a simple game engine and after a lot of rethinking/refactoring I settled with sort of a component based architecture (not strictly ECS, but it isn't inheritance based anymore either). So ...
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Difference between MVC and ECS
Following reading Thomas Owens response (many thanks to him) on Is it reasonable to build applications (not games) using a component-entity-system architecture? and his explanation on what is ECS ...
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How does one resolve low level types dependent on high level types?
I frequently come across this problem when developing games and simulations. As an example, I'm currently writing an implementation of chess. I'm using it as a vehicle to experiment with entity-...
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C#, Static classes and Inheritance
As a beginner I'll try to explain my problem as good as I can:
I'm currently trying to program a "simple" ECS. My basic idea is that I have a base "Entity class" which includes all sorts of functions ...
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How to allow for custom Rules in a Entity Component System designed game engine?
So I've been doing a lot of research into game engines, and Entity Component System (ECS) seems to be the most flexible and extendable design to use.
Just to summarize, in ECS the basic idea is that ...
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Generalization of phase based systems for card and board games
In an exercise of futility I'm trying to abstract and generalize a framework where to build any turn/rule based system. I've had a head start but after decompiling HearthStone I'm second-guessing that ...
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Implementing state-driven agents within an Entity-Component-System approach
A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent's "perception" ...
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How to avoid "managers" in my code
I'm currently re-designing my Entity System, for C++, and I have a lot of Managers. In my design, I have these classes, in order to tie my library together. I've heard a lot of bad things when it ...