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Questions tagged [entity-component-system]

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2
votes
1answer
65 views

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 ...
0
votes
2answers
200 views

How do you actually access the data of individual components in an Entity-Component-System design? (C++)

I've been scouring information on Entity-Component-System designs for weeks to try to figure out how to implement it in C++, and there are lots of wonderful explanations for different aspects of it, ...
2
votes
2answers
507 views

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 ...
8
votes
2answers
4k views

Isn't an Entity-Component System terrible for decoupling/information hiding?

The title is intentionally hyperbolic and it may just be my inexperience with the pattern but here's my reasoning: The "usual" or arguably straightforward way of implementing entities is by ...
5
votes
5answers
253 views

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-...
7
votes
1answer
2k views

OOP ECS vs Pure ECS

Firstly, I am aware that this question links with the topic of game development but I have decided to ask it here since it really comes down to a more general software engeneering problem. During the ...
0
votes
2answers
1k views

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 ...
5
votes
2answers
731 views

A more data oriented design approach to Entity Component System

I'm creating my first c++ game engine project (for learning purposes) and in it I've attempted to implement an entity/component system utilizing some data oriented design principles while also not ...
6
votes
2answers
679 views

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 ...
5
votes
2answers
288 views

Bottleneck performance in ECS

I've been looking into building an entity-component-system. Basically, an entity is just an id wrapped around a struct, components are data belonging to that entity(and reference said id), and systems ...
1
vote
0answers
324 views

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 ...
3
votes
2answers
1k views

Entity Component System Coupling

Lately I've been working on a small personal project which is basically an Entity Component System framework with autoupdated Systems. While I have a pretty good idea on the way the framework should ...
1
vote
1answer
660 views

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" ...
19
votes
5answers
19k views

Is the Entity Component System architecture object oriented by definition?

Is the Entity Component System architecture object oriented, by definition? It seems more procedural or functional to me. My opinion is that it doesn't prevent you from implementing it in an OO ...
23
votes
4answers
10k views

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 ...
6
votes
3answers
3k views

Entity-Component-System architecture: interaction between systems

I am studying the Entity-Component-System architecture philosophy. As I have read about it, a typical entity system has: 1) Entities - which are merely ID tags which have a number of components 2) ...