Programming, game design, and faith

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Entity-Component-System architecture

Recently I have been learning about the Entity-Component-System architecture for video game programming. I think it will help out with my “World’s Tiniest RTS” game. I learned about it here, in Robert Nystrom’s Game Programming Patterns. I also heard on the Exploding Rabbit podcast how Jay Pavlina (of Super Mario Bros. Crossover fame) uses the pattern. Here is my Clojure code for it, currently:

(defn create-game []
  {:entities {}})

(defn create-entity []

(defn add-entity [game entity]
  (update-in game [:entities] conj entity))

(defn add-component [game entity com data]
  (assoc-in game [:entities (first entity) com] data))

(let [e1 (create-entity)]
    (add-entity e1)
    (add-component e1 :position [3 4])
    (add-component e1 :name "ball")))


Switching strategies

1 Comment

  1. This is not quite right. A better way to do it is to make the game a map of maps. The keys are the component types. Each value is a map of component values, keyed on the entity ID. The example code is the same, but the defn’s work a little differently. An entity is just a UUID, and the game map is accessed through component type and entity ID, instead of entity ID and then component type.

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