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Questions tagged [entity-component]

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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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1 answer
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I'm just starting to implement my own ECS and am drawing everything down on paper to make sure I understand it all before tackling the implementation in code. However I'm getting stuck on entity-...
NeomerArcana's user avatar
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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 ...
Omegastick's user avatar
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After having read some example programs (namely Pong, Snake and Pacman) I am now experiencing with ECS. I am wondering where to put the elements for a reward flow. Do you know good practices for ...
julien's user avatar
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Preamble: I'm working on a level editor for my engine, which uses an ECS architecture. I have around a dozen component types so far, mostly dealing with graphics, like lighting components, model, and ...
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When i create a component in Sketchup and i export it to Unity, the component structure is always: Component_Name MeshX How can i avoid having the component name as an empty parent and just set it ...
FrakyDale's user avatar
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2 answers
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I'm restructuring my model of entities, components and systems, where entities are: ...
PerduGames's user avatar
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1 answer
374 views

I'm writing a SpriteKit game in swift and making use of GameplayKit's entity-component system. There are many components that do different stuff but share the same methods in which they do it, so I ...
lsauceda's user avatar
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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. ...
Jon Nguyen's user avatar
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2 answers
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The intro to this problem is a bit of a long one so my apologies in advance. In short I am asking for suggestion as to what type of collection I should use to store data for a particular part of my ...
Ryoku's user avatar
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I've read some articles about Entity Component System and I like this idea of "entities" having lots of "components" to define them, so I tried to implement it. Here is an simple overview of what i've ...
Vadimz's user avatar
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3 votes
2 answers
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I have been trying to wrap my head around how ECS works when there are components which are shared or dependent. I've read numerous articles on ECS and can't seem to find a definitive answer to this. ...
Driv's user avatar
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I'm working on a 3d grid based game, and I am trying to implement it using an ECS. I have a position component which indicates the entity's position on the grid. It is comprised of 3 integers (for ...
user92748's user avatar
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I've been using the ECS pattern for a while now and, as the complexity of the game increased, I started having issues with the timing of the entity initialisation and destruction code. I'll use the ...
loodakrawa's user avatar
1 vote
2 answers
359 views

Currently I'm working with LibGDX and using Ashley for ECS. Everything is fine, until i need to remove groups of related components. Say we have a player that may use different weapons. For now, in ...
lowercase93's user avatar
1 vote
1 answer
883 views

I'm developing a game using an entity-component system, and had a question about storing, using and linking textures to entities. I have a GraphicsSystem that is ...
Rich. T.'s user avatar
1 vote
2 answers
3k views

I am implementing an entity-component system. Below is my current implementation in c++. ...
Lesley Lai'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
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694 views

Say I have an entity that has these components: -Transformation -Visual Imagine that these components can nest: If I have a parent transformation component, a child transformation relies on the ...
Danny Yaroslavski's user avatar
5 votes
1 answer
1k views

Since the ECS follows the principle Composition over Inheritance, and it makes the behavior of game objects can be changed in the runtime. If ECS is a principle, from my memory of design patterns of ...
Niing's user avatar
  • 169
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2 answers
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I'm developing a game in C++, making use of the Entity-Component system. I'm going to store a list of each component, with each component's position in the list mapping to it's entity. So, the 5th ...
Rich. T.'s user avatar
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1 answer
385 views

Im currently trying to setup my game and Ive started to implement input. It works like this: I have an Input class who notifies the ...
zebleckDAMM's user avatar
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I have been studying several entity component systems (Anax and EntityX) to get an idea of how they work. For Entity ids, both use 2 numbers. The first number is basically a position in an array, and ...
Ry Lowry's user avatar
  • 103
2 votes
1 answer
1k views

My components are 100% isolated. No component knows about anything outside of itself in any way. Components have functions that operate on their internal state, and events to inform what's happening ...
user441521's user avatar
1 vote
2 answers
150 views

In my game I have a MoveComponent and a ClimbComponent. Some characters can only move around on one level, others are able to ...
Krumelur's user avatar
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