Questions tagged [entity-component-system]
Used when referring to the Entity-Component-System (ECS) architecture.
151 questions
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ECS architecture in non-gaming scenario : best way to model relationships?
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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How much slower are decent ECS frameworks supposed to be, compared to a naive array lookup?
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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Best Approach for Storing / Serializing Property Value Animations
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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Is it possible to make a game with a fully simulated world, with dynamic characters and environment?
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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How to get the id of an Entity in EnTT in order to retrieve the components of an entity using the id?
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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Is this the right approach to ECS?
This is how I've designed my entity class. Instead of just an id, I made it a whole class:
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Acquisition Of Transform Components In Parallel Via Unity's ECS
So it seems that the ECS supplies a job type for modifying transforms in parallel chunks, albeit not burst-compatible. However, you have to build the ...
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How to efficiently instantiate large amount of GameObject?
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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How can I efficiently make a delta snapshot that accounts for entities/components that have been added/removed?
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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How do Entity Component Systems work?
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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What was the Entity-Component-System (ECS) derived from?
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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Preventing "pass through" situations properly when using ECS based collision detection
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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How to go about executing lua scripts in a ECS engine?
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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How to structure this concept in ECS?
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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How does non ECS parts work with ECS parts?
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 ...