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Questions tagged [entity-component]

0 votes
1 answer
3k views

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
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
0 votes
1 answer
2k views

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
0 votes
0 answers
79 views

I currently have a weapon component that contains common functionality across weapons (mainly guns). ...
user avatar
0 votes
1 answer
186 views

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
1 vote
1 answer
224 views

So I'm working on a game where squads of varied units would explore, fight, trade and build on an overworld map. Combat would be automated more or less, and happen on the overworld. Basically, ...
Hypergardens's user avatar
2 votes
0 answers
159 views

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
  • 121
0 votes
1 answer
62 views

http://t-machine.org/index.php/2015/06/09/entity-ids-how-big-using-uuids-or-not-why-etc/ I see this one article that proposes specific IDs just for the networking side of the game. If you are already ...
GuestPosterStrikesAgain's user avatar
5 votes
1 answer
5k views

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 ...
Yattabyte's user avatar
  • 1,043
2 votes
1 answer
651 views

In the game I have, I'm using an architecture close to what I've seen of Unity components : Basically, the universe implements the game loop, entities implement and ...
user avatar
0 votes
0 answers
109 views

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
  • 111
1 vote
1 answer
354 views

We've built an entity-component architecture that works ok for our needs, but it has something that bugs me a bit from a software engineering point of view. We use ...
Vaillancourt's user avatar
  • 16.4k
0 votes
2 answers
2k views

I'm restructuring my model of entities, components and systems, where entities are: ...
PerduGames's user avatar
4 votes
2 answers
1k views

Recently I've been throwing problems at Entity Component Systems to see how far I can push the paradigm. One problem in particular I struggle with, which is writing an elegant implementation of the n-...
Sander Mertens's user avatar
2 votes
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
  • 151

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