Main Principles for Using ECS in Game Development

<p>Entity component systems &lpar;ECS&rpar; is a <i>lot<&sol;i> different than making software or building an eCommerce platform&period; A developer can opt to specialize in eCommerce development services <a href&equals;"https&colon;&sol;&sol;redwerk&period;com&sol;industries&sol;e-commerce&sol;">here<&sol;a>&comma; but that doesn’t mean that they’ll be prepared for game development&period;<&sol;p>&NewLine;<p>Game development has many intricacies&comma; from concerns of memory management and system performance to advanced physics requirements&period; <a href&equals;"https&colon;&sol;&sol;hellotonic&period;com&sol;">Tonic<&sol;a> is a custom software development company&period;<&sol;p>&NewLine;<p>ECS is just another tool that a game developer can leverage that allows you to process game states in a way that is both flexible and extensible&period; Game development has a lot of moving parts at any given time&period; The state of the game is vast&comma; and this may include&colon;<&sol;p>&NewLine;<ul>&NewLine;<li>Enemies and their actions<&sol;li>&NewLine;<li>Character state<&sol;li>&NewLine;<li>Item state<&sol;li>&NewLine;<li>More<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>When we mention state&comma; just think of a game with 1&comma;000 enemies&period; If you kill an enemy&comma; a new state must be made&comma; whether that means a respawn timer is initiated&comma; or the enemy remains dead&period;<&sol;p>&NewLine;<p>Each object in the environment has a state&comma; and behavior has to be added to each object in a way that can be managed&period; The data must also be stored in a way that is manageable&period; There is a lot that goes into a game&comma; and ECS provides solutions that can help make state management easier&period;<&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center&semi;">Entity<&sol;h4>&NewLine;<figure style&equals;"width&colon; 2520px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;images&period;pexels&period;com&sol;photos&sol;163036&sol;mario-luigi-yoschi-figures-163036&period;jpeg&quest;auto&equals;compress&amp&semi;cs&equals;tinysrgb&amp&semi;dpr&equals;2&amp&semi;h&equals;750&amp&semi;w&equals;1260"><img class&equals;"size-large" src&equals;"https&colon;&sol;&sol;images&period;pexels&period;com&sol;photos&sol;163036&sol;mario-luigi-yoschi-figures-163036&period;jpeg&quest;auto&equals;compress&amp&semi;cs&equals;tinysrgb&amp&semi;dpr&equals;2&amp&semi;h&equals;750&amp&semi;w&equals;1260" alt&equals;"Entity" width&equals;"2520" height&equals;"1230" &sol;><&sol;a><figcaption class&equals;"wp-caption-text">An Entity just like these characters from certain Nintendo titles&&num;8230&semi;<&sol;figcaption><&sol;figure>&NewLine;<p>Entity&comma; or the <i>E <&sol;i>in ECS is an item&comma; character or object&period; The bullets a character shoots or the vehicles they drive are entities&period; The character is also an entity that will be comprised of their own&colon;<&sol;p>&NewLine;<ul>&NewLine;<li>Unique identifier&comma; which is required for full tracking of the enemy<&sol;li>&NewLine;<li>Components&comma; or the information that makes up the enemy &lpar;more on this soon&rpar;<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>Entity management requires a way to store information that can easily be tied to the entity using the unique ID&period; The information typically exists in a database so that it can be retrieved&period; The data may also persist in memory that is faster to access than a database in the middle of gameplay&period; That&&num;8217&semi;s why <a href&equals;"https&colon;&sol;&sol;importkey&period;com&sol;">import records<&sol;a> is crucial&period;<&sol;p>&NewLine;<p>The data in memory will eventually be saved to a database or file when the game’s state is saved&period;<&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center&semi;">Component<&sol;h4>&NewLine;<figure style&equals;"width&colon; 2250px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;images&period;pexels&period;com&sol;photos&sol;2194062&sol;pexels-photo-2194062&period;jpeg&quest;auto&equals;compress&amp&semi;cs&equals;tinysrgb&amp&semi;dpr&equals;2&amp&semi;h&equals;750&amp&semi;w&equals;1260"><img class&equals;"size-large" src&equals;"https&colon;&sol;&sol;images&period;pexels&period;com&sol;photos&sol;2194062&sol;pexels-photo-2194062&period;jpeg&quest;auto&equals;compress&amp&semi;cs&equals;tinysrgb&amp&semi;dpr&equals;2&amp&semi;h&equals;750&amp&semi;w&equals;1260" alt&equals;"Data" width&equals;"2250" height&equals;"1500" &sol;><&sol;a><figcaption class&equals;"wp-caption-text">There is a LOT of data in game development&&num;8230&semi;<&sol;figcaption><&sol;figure>&NewLine;<p>The component&comma; or the <i>C<&sol;i> in ECS is difficult to understand if you don’t have a background in development&period; Entities&comma; or the objects and characters we just discussed&comma; have a lot of data about them that needs to be stored&period;<&sol;p>&NewLine;<p>Let&&num;8217&semi;s imagine a dog that can eat&comma; attack&comma; lose or gain weight&comma; or lunge&period;<&sol;p>&NewLine;<p>Raw data about the dog may be held in a component so that the dog can be rendered to the screen&period;<&sol;p>&NewLine;<p>This information&comma; or the data relating to entities&comma; are held in a component&period;<&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center&semi;">System<&sol;h4>&NewLine;<p>The final part of ECS is the <i>system<&sol;i>&period; Entities need logic that allows the entities to act in a certain way&period; A system may include speed for two objects so that when they’re moving towards one another their position changes accordingly&period;<&sol;p>&NewLine;<p>Since entities may have different velocities&comma; the system will need to update position accordingly and modify it according to the entity’s velocity&period;<&sol;p>&NewLine;<p>Behavior logic resides in the system&period;<&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center&semi;">Objects and Entities<&sol;h4>&NewLine;<figure style&equals;"width&colon; 2250px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;images&period;pexels&period;com&sol;photos&sol;34600&sol;pexels-photo&period;jpg&quest;auto&equals;compress&amp&semi;cs&equals;tinysrgb&amp&semi;dpr&equals;2&amp&semi;h&equals;750&amp&semi;w&equals;1260"><img class&equals;"size-large" src&equals;"https&colon;&sol;&sol;images&period;pexels&period;com&sol;photos&sol;34600&sol;pexels-photo&period;jpg&quest;auto&equals;compress&amp&semi;cs&equals;tinysrgb&amp&semi;dpr&equals;2&amp&semi;h&equals;750&amp&semi;w&equals;1260" alt&equals;"Game Development" width&equals;"2250" height&equals;"1500" &sol;><&sol;a><figcaption class&equals;"wp-caption-text">There are many programs to use for game development&&num;8230&semi;<&sol;figcaption><&sol;figure>&NewLine;<p>In object-oriented programming&comma; you can create an object for firearms&period; The components would be created and assigned an identifier that ties both the components and entity together&period; Components are often stored in a relational database and will use rows to hold all of the information&period;<&sol;p>&NewLine;<p>Joins can be used to join the entity with its respective components using the unique ID assigned&period;<&sol;p>&NewLine;<p>The system’s role in the process is to query all of the necessary components and use this data in a meaningful way to execute certain logic&period;<&sol;p>&NewLine;<p>Game development is complex&comma; but ECS solves many of the issues with state that developers come across&period; A lot of developers will only create as many items that need state as required because state can be very difficult to maintain in a way that is logical&comma; functional and doesn’t require massive amounts of memory usage&period;<&sol;p>&NewLine;<p>State is best when it is able to remain in its raw state and is searchable&period;<&sol;p>&NewLine;<p>ECS is just one of the many ways that developers can manage entities and all the components and systems that bring them to life&period; ECS is a different approach that doesn’t rely as heavily on the object-oriented models that take up the majority of coding&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><em>This article contains sponsored links&period;<&sol;em><&sol;p>&NewLine;

Exit mobile version