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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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1 answer
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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
  • 1,287
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
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1 answer
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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 ...
Vokail's user avatar
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0 answers
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When you run out of moves, you will need to go back to the beginning of a level. If a level objective is not complete, this means you have to restart a level. And the level will simply replace all of ...
Ji Fu Huang's user avatar
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
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0 answers
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Im working with an Java based ECS framework called "Artemis ODB". Its great so far but it lacks multithreading or jobs. So i wanted to add them by myself. I actually wanted to give each job ...
genaray's user avatar
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0 answers
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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 ...
Ryan Peschel's user avatar
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
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1 answer
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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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2 answers
93 views

I'm developing a game which uses a standard Entity-Component-System. Every frame, the PhysicsSystem runs, which, among other things, updates the position of ...
Ryan Peschel's user avatar
2 votes
2 answers
4k views

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....
Floating Sunfish's user avatar
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0 answers
180 views

I'm making a top-down Javascript canvas game using the Entity Component System architecture. For an entity to be drawn on the screen every frame, it needs a ...
Ryan Peschel's user avatar
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1 answer
143 views

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 ...
Ryan Peschel's user avatar
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0 answers
907 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
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1 answer
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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&...
Ryan Peschel's user avatar

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