game-dev programming

D/Generation - Entities

D/Generation - Entities

More Information
Code

Release - v0.1.0

Introduction

Last part we set up a grid, which is essentially just a mapping system used for locating a cell in our isometric world. We’ll use this for loading level maps and the level editor. You can find the code for the previous article here.

The topic of this section is regarding entities and their attributes. I’ll also touch on accepting user input so we can move our entities around the world.

Entity-Component Systems

Entity Component System (ECS) is the design pattern that attempts to sidestep traditional class hierarchies and use a more componentized approach. I like to think of it like a food buffet where the Entities are plates and Components are the food selections. Attaching Components to Entities adds additional behavior or functionality to that entity. For example, attaching a Physics Component to an entity causes the entity to now obey the laws of physics. Some Components are empty classes that solely serve as a tag for Systems.

Systems are continuously running, manipulating entity attributes or performing other tasks. Systems can be categorized as follows:

  • Update System - performs updates on zero or more Entities.
  • Draw System - renders zero or more Entities (or other content).
  • Entity Process System - acts upon a specific set of Entities.

Finally there’s the World, which encapsulates everything and performs the following tasks:

  • Manages Entities (i.e. creating a new Entity, removing an Entity).
  • Retrieves Entities with a specific combination of Components for Systems.
  • Triggers every System once a frame.

One flaw in using class hierarchies is the attributes or methods of a parent class may or may not have any value in the inherited classes. A solution would be further dichotomize your hierarchies, but may create complications down the road.

Some advantages to this approach:

  • Improved data locality - This article goes over the topic better than I could. Essentially our game entity and their attributes will be stored in arrays for efficient query/processing for the CPU.
  • Expandability - The ability to add/remove components or systems down the road should be relatively simple.

At the time of writing this article, in order to use MonoGame.Extended ECS module you’ll will need to reference the pre-release packages instead (v3.6.1). Please review this section from their wiki for instructions.

Time to Code

Further Reading

You have reached the end of the page.