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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.

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1 answer
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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 ...
Marko Taht's user avatar
1 vote
1 answer
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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 ...
Gasim's user avatar
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2 votes
1 answer
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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 ;). ...
jthulhu's user avatar
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1 answer
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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 ...
leonardo vegetti's user avatar
3 votes
1 answer
403 views

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 ...
Luca's user avatar
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2 answers
5k views

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 ...
Ambroise Rabier's user avatar
5 votes
5 answers
332 views

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-...
Jansky's user avatar
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-1 votes
2 answers
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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 ...
Maxracer's user avatar
5 votes
2 answers
1k views

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 ...
Robert Jefferies's user avatar
1 vote
0 answers
403 views

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 ...
MLProgrammer-CiM's user avatar
1 vote
1 answer
779 views

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" ...
lds's user avatar
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27 votes
4 answers
14k views

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 ...
miguel.martin's user avatar