• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
stein102

What is an entity?

5 posts in this topic

So everywhere I look I see things about entities, what are they? What do they do? How are they used?

 

Thanks

0

Share this post


Link to post
Share on other sites

Pretty much like FLeBlanc said, an entity is anything that may exist in a game world, be it the player character, a projectile, a trigger (as in event trigger, not a gun trigger), etc.

 

One thing to note is that normally when we hear game world one usually thinks about the visible things (geometry), but an entity isn't necessarily something that needs to be rendered (although there may be people who only call entities to the things that need to be rendered).

1

Share this post


Link to post
Share on other sites
It's not a concrete term, but the general understanding is that it's a 'thing' within the simulation that interacts with other things.

Players, NPCs, items, etc.

Not menus or sound effects, etc. (Usually.)

In your own game you make the call yourself where to draw the line.
2

Share this post


Link to post
Share on other sites

As previous posts suggested an entity is pretty much everything. It's for sure to complicated to explain in one post, articles are more suited for the job. I'm not gonna try explain to you what an entity is, but I want to give you an advice - everyone has different opinions about what an entity is, why you need one, how it is implemented etc etc. Everything you read about the matter should be read with a pinch of salt (and in some cases a handful of salt!). You can't read an article and assume what that article explained to you is true in another article, that I learned the hard way.

 

The most common approaches of Entity Systems have unofficial labels that you will come across whence you lurk more... People talking about, for example, T-Machine ES (Entity System) are generally talking about the same approach of entity system. You might want to memorize the unofficial labels names each type of ES has been given and what's special about that entity system, it will help you from mixing up the different concepts of different entity systems.

 

Here's some helpful articles that helped me understand ES:

 

http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/ (T-machine entity system)

http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ (Objects (entities) as pure aggregation)

 

While it might be mind-boggling to read get into ES-concept, it is well worth it. I personally feel Entity Systems give the programmer much more freedom and it becomes easier to structure your game. Decoupling is very easy to manage.

 

I can answer your questions very briefly how I did it:

 

1. An entitiy is an integer, GUID (Globally Unique IDentifier), that is used to index arrays for it's components (data-collections). In my implementation it is NOT a class.

2. The entity GUID index arrays to access it's components.

3. Systems has access to relevant components. My moveSystem have an update function which can iterate through all positionComponents and velocityComponents and do the logic upon these, altering the component values.

1

Share this post


Link to post
Share on other sites

As a few others have pointed out entities are basically your "dynamic" objects in a game world. If you use something like an old n64 game like banjo kazooie, the thing like enemies, friendly npcs, collectible items and other things would generally be considered "entities." Sometimes entities are used as a phrase for component based systems but in the general scheme of game development entities are just all that stuff you interact with that isn't part of the game world geometry.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0