I'm asking because I'm doing some game development in D and I've come upon the entity component architecture, and it looks like a good way to handle the complexity and interdependency that games seem to have.

The components wind up being plain old data types (I currently use structs), with systems that actually modify and interact with them on a per-entity basis. The basic idea is that you compose entities (basically just an id) with various components to give the specific functionality you need for that particular game object.

The whole entity system is just a database for the different subsystems to query for entities (just an id) which have components that fulfill their criteria (for example a physics subsystem might only be interested in entities with the components position, movement, and collision, while a render subsystem might only be interested in entities with components position, mesh, sprite). There's also the reverse where the subsystems register which components they are looking for and then the entity system serves up entities that match the criteria.

The standard way to store components is just to subclass them from a base class "Component" and then store a pointer to them in a Component[] in an overall entity manager. But then you have to do things like type casting the pointers when you return the queries, which seems a bit rough. It also feels wrong to make them inherit a class for the SOLE reason of getting around the type system.

Anyway, I think I'm just rubber ducking a bit here, but I'm wondering if there's another way to do this, if someone has any experience with this sort of system.

As an example of what I'm looking for, say there is a class Entities, with some type of container that could hold arrays of different component types (this is the part that really stumps me). I'd like to be able to do something like:

...
auto entities = new Entities();
auto entity_id = entities.createEntity();
entities.addComponent!(position)(entity_id, pos);
entities.addComponent!(movement)(entity_id, mov);
entities.addComponent!(collision)(entity_id, col);
auto physics_data = entities.getEntitiesWithComponents!(position, movement, collision)();

The two big requirements are some kind of regular, queryable structure to hold the components (of different types), and the ability to filter by type. Is anything like that remotely possible?

Reply via email to