An engine question: Entity Component System (ECS)
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An engine question: Entity Component System (ECS)
Do you guys think that the X Series would have a great benefit if it used Entity Component System (ECS)? And here's an example of a system. I believe that it not only would bring a great performance enhancement but also it would simplify all the components of the simulator engine which would result in less bugs.
Last edited by jojorne on Sat, 16. Oct 21, 16:08, edited 1 time in total.
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Re: An engine question: Entity Component System (ECS)
To me it looks like they already are using an entity component system in some form or another.
Re: An engine question: Entity Component System (ECS)
Isn't it an Event-Driven Architecture (EDA)? It has handlers, actions, even an AI director. It's common in 4X genres.Imperial Good wrote: ↑Sat, 16. Oct 21, 16:00To me it looks like they already are using an entity component system in some form or another.
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Re: An engine question: Entity Component System (ECS)
That article seems to have little to do with game engine design and is a game play design concept?
The AI director and such event driven systems are likely implemented as a system in an entity component system. The actual game state seems to be handled by entities with unique IDs which have components assigned to them used by systems. For example the research system modifies a component of the player's HQ to store the state of technologies that have been unlocked. Also if you look at how the game data is stored it is fully data driven, using XML, and even refers to "component" when describing the data.