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Questions tagged [entity-component-system]

Used when referring to the Entity-Component-System (ECS) architecture.

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I'm new to ECS. And I'm trying to create my own game in ECS. I want to ask what's the common way to do some resource management. For example, it's very common to load and unload images from disk in ...
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My player is baked entity in subscene while main camera is outside on scene. For some reason system cannot find transform of camera, GameObject was found though. <...
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I'll preface the wall of text below by saying that I've next-to-no experience with game design/programming. But I've a situation that might be fairly interesting to folks here. I'm currently working ...
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I'm developing an ECS framework in C++ and after doing every optimization I could think of, the comparison with a naive array look up is terrible. It's 10x worse in debug mode and 3x worse in release ...
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Background I'm making a platformer game, in C#, in Monogame. I've got a middling amount of experience with gamedev, having done some mini projects in Unity in the past and deciding I don't like a big ...
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Context I really enjoy playing Skyrim. I have installed mods that make the game feel more immersive, like weapons breaking, survival mechanics, no visual information, pitch dark dungeons, etc, etc... ...
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I would like to implement something similar discussed in Efficient communication between entities using ECS via entt There are two entities Ship, Engine. Ship has the components AppliedForces, Mass ...
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This is how I've designed my entity class. Instead of just an id, I made it a whole class: ...
Phước Thắng Đinh's user avatar
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The topic with the same title here How to efficiently spawn & render many cube prefabs for a voxel world? is actually asking about efficiently rendering. Assume I need to instantiate a lot of ...
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In reference to the snapshot and delta compression approach popularized by Quake 3, but with ECS. Understand the delta should only contain changes — makes sense. However, if a snapshot delta no longer ...
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In the project I am working on, I recently ran into a problem of software architecture: I created a base entity class that displays a world object. Then I added functionality for the entity to have a ...
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I am asking about some programming history here. "In 1998, Thief: The Dark Project pioneered an ECS. The engine was later used for its sequel, as well and System Shock 2." According to the ...
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package versions I'm using: Entities: com.unity.entities Version 0.51.1-preview.21 Documentation URL: https://docs.unity3d.com/Packages/[email protected]/manual/index.html Physics: com.unity....
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I'm trying to add scripting with lua to my C++ game engine, and I'm pretty stumped on how to tackle the executing/processing part. I started by creating a ...
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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 ...
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I incorporated ECS to my graphics engine and I have a problem with my Renderer needing the camera which is an entity and the process is a bit bizarre. Originally, I ...
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As I've been learning about ECS one thing that gets me confused are things like input which in my case has usually been some singleton that gets polled or in one project was event based where code can ...
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I was working on a physics-based plug-in/ extension for Unity water which would essentially be another component in Unity water. The goal of this extension would be to integrate interactive physics ...
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I'm currently working on a little ECS project and a couple doubts came to my head when dealing with systems. Let's say I have a model component, a position component and a scale component. Each ...
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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 ...
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Packages Installed: Entities: com.unity.entities Version 0.51.1-preview.21 Documentation URL: https://docs.unity3d.com/Packages/[email protected]/manual/index.html Physics: com.unity.physics ...
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I have properly defined the CollisionEventJob, scheduled it, and attached necessary components to my entities, but for the love of God, ECS is not detecting collisions between those entities. Here is ...
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I am quite new to Unity ECS and am trying to instantiate a few thousand entities based on positions stored in a .csv file. The file format can of course change, if that helps. My problem is to import ...
kugelblytz's user avatar
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*Edit: I finally figured out after some profiling that the problematic code was not actually the ones part of ECS, but this line over here: ...
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I am currently writing an archetype-based ECS for learning purposes. What I noticed is that my current implementation is incredibly slow with large amounts of archetypes. Each of my queries iterates ...
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Currently looking and reading about entity component systems, and just wanted to ask about who 'owns' or where the components are registered. I would have thought that each entity has a collection of ...
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I'm attempting to create an entity-component system in C++. However, I've run into an annoying issue where a component system function inherently involves a lot of ceremony and boilerplate. This is ...
Red Needle's user avatar
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I'm implementing an Entity-Component-System library based on simple dense array approach (using huge arrays for every component field with the size equal to the number of entities, where array[entity] ...
Andrew Kravchuk's user avatar
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I'm trying to figure out how to integrate entity component systems with scene graphs in a web game / application. The problem is of course that ECS and scene graphs are very different in nature. They ...
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I'm loading data from an external source [call it an array of vector3 locations for the sake of this question]. I want to use it to spawn multiple instances of an entity with a renderer and some other ...
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I'm attempting to create an unlit billboard shader for use in DOTS. I'm using quads to host the material (Some regular, some DOTS for comparison purposes) I've cribbed together something from this ...
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I'm new to ECS and am having issues finding the right data structure to use. For context, I have a galaxy with solar systems that produce resources at a given rate (...
Basic's user avatar
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I'm developing a somewhat simple, small roguelike game as my university project. Early into development I heard about Enity-Component-System and decided to go with that as my game's architecture. ...
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This question is about how to design my ECS system. I have the following components: Position Gravity Gravity needs to access Position. Is there a better design that does not introduce this ...
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I'm developing a MMO RPG using Rust and bevy both in the client and the server, which means that I'm using ECS on both sides. My game is tile based, so each tile is a point in my map in the server, ...
Gustavo Mendonça's user avatar
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The formal ECS specification was developed to address gaming in a JavaScript environment. In any C# translation, this implies all of the classes' members must be public. My concern is that too many ...
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I am wondering if there is a better way than storing the entity ID. For the sake of example, let's assume I have a world with many entities who implement the component Name. Every x amount of time I ...
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What are common ways to implement Events in an entity component system ? Most games typically have following events : Damage Events Collision Events Area of interest Events Entity Died/Respawn events ...
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I lately read an article about branchless programming and how it can effect performance. Since im developing a little archetype based ECS for learning purposes, i wanted to know if theres a way to ...
genaray's user avatar
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I'm currently developing a game in Monogame / C#. I have the underlying game engine set up in the following way: Entity/Component/System architecture A Scene includes a map, cameras, and a list of ...
Rich. T.'s user avatar
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So I'm currently working on a Game Engine for my University and I came to the point of integrating an ECS. Thing is, I'm currently a bit unsure if it's okay to have setters and getters for specific ...
Jonas Schindler's user avatar
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I am writing a game using a custom ECS architecture. I recently had a chain of nasty bugs where fixing one bug caused regressions elsewhere. Being a software engineer by trade, I suppose that unit ...
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I spent a good amount of time trying to get my head around ECS but the "S" is still obscure to me - the farthest I went is that I know a System is where the magic happens; it's where ...
Guilherme Oderdenge's user avatar
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I am searching about "sub-systems" in ECS but I don't find any article speaking on that. Considers this simple example: ...
rafoo's user avatar
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I've got a background in C++ but completely new to game dev, Unreal, and ECS. Recently, I learned about ECS and fell in love with the resulting project structure and theoretical reduction of spaghetti ...
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Consider an RPG for example, where one might have PoisonComponent, BerserkComponent, and ...
AmagicalFishy's user avatar
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Let's say I have an ECS with physics and I want to kill the player when a arrow hit him. So I have a callback when there is a collision. Now there is of course different behaviors with different ...
rafoo's user avatar
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I'm migrating a 2D game I've been making using only SpriteKit to an ECS architecture using GameplayKit, and I'm still a bit clueless on how to achieve this. I think I got the gist of ECS, but yet, I'...
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I am having issues with some of the DOTS stack in unity (mostly the rendering and animation) and was hoping I could use gameobjects for those parts. Not sure how to use entities inside a regular ...
Emil's user avatar
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I'm trying to build a simple 2D Shoot 'Em Up type of game in C++ using SDL2 and an Entity Component System, which I've already implemented. The idea is to have different maps/rooms where you have to ...
Nick Román's user avatar