![]() ![]() Anything that has data you need to store between frames, such as position, velocity, health or gold. They aren’t very useful by themselves!Ĭomponent - Data, essentially. These parts work together to form the foundations of your game’s architecture.Įntity - Alone, an entity is just a unique identifier, such as a simple integer value. This is a bit of an experiment for me, so please let me know how you think it goes! Introduction What is the ECS pattern?Īs the name suggests, the ECS pattern is divided into three parts: entities, components and systems. The associated project for this page will be the formal write-up for how the game works, but this will act more as a portfolio piece than as a tutorial. My blog has support for both projects and blog posts this post is a blog post since it is capturing a moment in time, like a photograph. But I want the big decisions I make to be written about so that if I later decide against it I can articulate properly why in the post. If I make a simple mistake (such as a syntax improvement), I’ll simply swap it out for the superior. Firstly, code we write near the beginning may change towards the end. ![]() This may have a few side-effects, however. Whereas normally I’d finish a project and write a post about it, in this post I want to write it as I go along! Each time I finish implement something substantial, I’m going to add to this post so that I can really capture more of the development process. This post is going to be a little bit different. Since that was never my intention, I thought I’d make a new blog post about it! About this post However, enough time has passed (4 years!) that some of the tricks and methods used in that blog post are old enough to confuse beginners. It is by far one of the best ECS implementations I’ve used and also happens to be my favourite way of structuring games when using Haskell. I like to think it was one of my most well-received blog posts considering it is featured on the Apecs repository itself, as well as being a common topic across emails and communications I receive.Īpecs is a ‘fast Entity-Component-System library for game programming’ written in Haskell. Roughly 4 years ago, I wrote the post An introduction to game development to game development in Haskell using Apecs. A link to the repository can be found here. ![]()
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