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How can I pass a generic function to a class in C#

I'm currently working on a Entity Component System (ECS) for a game I'm developing in C# and Monogame. My GameObject class has a dictionary with all its components, and this method is written to ...
Germán's user avatar
  • 65
0 votes
2 answers
110 views

How to iterate over different structs in C++ using a single function

I'm developing an Entity Component System (ECS) in C++ and I'm trying to find an efficient way to iterate over different component structs using a single function. Here's an example of my component ...
TNP's user avatar
  • 1
1 vote
1 answer
100 views

Function pointers vs polymorphism in a game engine ECS architecture [closed]

So I have a question about ECS and how to structure it in a way that's performant in C++. Say I want to have components that are just data, and systems that are just logic, and I want to execute all ...
jocamar's user avatar
  • 103
0 votes
0 answers
20 views

How to cast a unique_ptr of base class to template derived class?

I have a base class for components and a derived class for my ECS arch. I need to store different types of values so my derived class is a template class. Base class & template derived class : ...
matijascic's user avatar
0 votes
0 answers
320 views

How do I make a connection between an entity and a component in an ECS?

Recently I started learning about ECS and I decided to try and create a very basic implementation on my own. I made myself an enum with the component names and two basic components: enum Components { ...
roku's user avatar
  • 55
2 votes
0 answers
182 views

How can I have multiple forces act on an entity in Bevy?

I'm making a game in rust, in Bevy with Rapier2d physics. I want to apply forces to the entities from different functions (systems). How is multiple external forces added to entities?
Ask Sødal's user avatar
4 votes
0 answers
2k views

EnTT: Creating new component-types at runtime, or "tagging" a subgroup of entities?

I'm working in a group project on a small 2D minecraft-like game, applying the Entity Component System design pattern. We're required to use the EnTT framework. We'd like to make it easier to manage ...
T. N. Williams's user avatar
1 vote
1 answer
891 views

Dynamically-typed entity component system in Rust

The Problem I am building an entity component system for a game engine that I'm trying to build, and I'm not quite sure how to proceed in a strict typed language, in this case, Rust. I'd like the ...
Raido's user avatar
  • 11
5 votes
1 answer
3k views

Questions about Pure ECS (Entity Component System) and update systems

I have written an ECS but I have some questions about the update phase. (in systems) I have read many articles, but not found references to this sort of problems. In order to have benefits from ECS (...
V3n0m's user avatar
  • 51
0 votes
1 answer
186 views

How to get values in a struct-of-arrays (SOA) through a generic type?

I am looking for your feedback/advice on a piece of code. Basically, I have a SOA like this one: struct Entities { pub meshes: FakeArena<Mesh>, pub lights: FakeArena<Light>, } ...
kooparse's user avatar
1 vote
1 answer
709 views

Animate Player using Finite State Machine in Ashley ECS

I have a big school project and I'm developing a Pixel Platformer game using libGDX. I'm using ECS for the most part, but I've been having trouble rendering my player's animations because I can not ...
Edgar Silva's user avatar