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Questions tagged [entity-component-system]

A programming paradigm in which game-objects (entities) are composed out of components, and are operated upon by systems.

2 votes
1 answer
103 views

Scene Hierarchy with Translation, Rotation and Scale

This code represents an Entity Component that holds and manipulates an entity's local and world transforms, dealing with hierarchy and translation/rotation/scale transformations. The code is written ...
Daniel Marques's user avatar
1 vote
1 answer
658 views

Mouse and keyboard event system

I wrote a mouse and keyboard event system in C++, using the GLFW library to get mouse and keyboard states. I've been working on a 3D game engine of my own for a long time (about 9 months) and wanted ...
Tristen Woodruff's user avatar
1 vote
1 answer
170 views

Improved Component-Entity-System Using C++

Introduction I am a newbie, so please take me easy :). I am writing a low-level game engine using C++, GLFW and also OpenGL. This is a continuation of Entity Component System Using C++ I've ...
Andrei Rost's user avatar
2 votes
1 answer
416 views

Entity Component System Using C++

Introduction I'm a new to C++ so please take me easy :) I am currently working on a low-level game engine using C++, OpenGL, and GLFW; I've implemented the Event System and the Input Manager, which ...
Andrei Rost's user avatar
3 votes
1 answer
257 views

Simple Entity Component System

This is a simple implementation of an Entity Component System manager. Components are stored in arrays of uint8_ts, because I couldn't figure out how to just have ...
fortytoo's user avatar
  • 191
6 votes
1 answer
542 views

Entity Component System written in C++

Below is the core of an entity component system I am working on to learn more c++, the full project can be seen here: https://github.com/williamholm/IBECS. Any feedback is appreciated. The goal of ...
WilliamHolm's user avatar
2 votes
1 answer
1k views

Implementation of an entity component system in c++

I tried to write a simple entity component system for my game engine. Each scene will have an EntityManager. It will create entities and add or remove components from them. An entity will be destroyed ...
Wojak2121's user avatar
2 votes
2 answers
742 views

Game States / Pong: SFML Box2D EnTT

Trying to make a little 2D engine I can play with. The end goal is a simple multiplayer PVP game just using shapes. I will make one version using ECS and one using OOP for learning. This is the shell ...
Teach_Me_Something's user avatar
2 votes
1 answer
79 views

ECS 'Component' Class in Python similar to Unity's Component class but more pure

The following implementation seems to pass all initial requirements. Which were as follows: Store all components in the root class allowing for any scope with a reference to the class the ability to ...
TheLazyScripter's user avatar
5 votes
2 answers
920 views

Storage container for components of entities (ECS)

Overview After playing a while with the ECS implementation of the Unity engine and liking it very much I decided to try recreate it as a challenge. As part of this challenge I need a way of storing ...
Rick Nijhuis's user avatar
6 votes
0 answers
571 views

C++17 ECS Implementation

I am (relatively) new to game programming and have been exploring creating an entity component system for my simple 2D game engine. Here is what I have so far: Entity.h ...
user8780062's user avatar
2 votes
1 answer
83 views

Variadic template with function argument

I am trying to develop an ECS registry. How would you improve this ? First disadvantage comes to my mind is using lambdas might be expensive, however I was not able to replicate functionality using F&...
M. Utku ALTINKAYA's user avatar
1 vote
1 answer
336 views

How well does this ECS implementation follow these principles?

I'm currently learning about Entity-Component-System architecture Data-Driven design as a way to counter bad OOP design and optimize data fetching as a CPU friendly operation. I'm trying to write a ...
Jorayen's user avatar
  • 131
3 votes
1 answer
153 views

ECS System in Javascript

I'm trying to get a better feel for how an entity-component-system system works. I'm most comfortable in JavaScript, so that's what I wrote it in. I'm mostly looking for ways my code violates ECS ...
Alex F's user avatar
  • 443
2 votes
1 answer
216 views

Creating a cache-friendly component system

I am fairly new to c++ and am attempting to write a simple 2D game engine. I am currently working on my object model: a pure component system, similar to that described in the Data Locality chapter in ...
user8780062's user avatar

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