Navigating collisions in the ECS architecture: Best practices

I'm currently developing a game using typescript and the ECS design pattern. One of the challenges I'm facing is handling collisions between different entities within the game world. I have an entity called Player which comprises several components:

  • LayerComponent - maintains the rendering layer name;
  • PositionComponent - stores position coordinates;
  • AppearanceComponent - contains rendering properties;
  • BoxColliderComponent - defines the size of the AABB (Axis-Aligned Bounding Box) for collision detection.

Similarly, there is another entity named Enemy with the same set of components. The key difference lies in the values stored in their respective LayerComponents. The Player entity uses the value "Player" in its LayerComponent, while the Enemy entity utilizes the value "Enemy".

I am struggling to implement a mechanism that handles collisions between these entities effectively. It's crucial that they do not pass through each other in the game environment.

Currently, I've implemented a system called PlayerPosition to manage collision detection and prevent entities from passing through one another by checking the BoxColliderComponent. However, I believe this approach might be incorrect as collisions should ideally be handled by a separate dedicated system.

Here is the code snippet for PlayerPosition:

 // Code for PlayerPosition goes here 

Answer №1

Uncertain if a bug exists or if the code is functioning properly, I will proceed assuming your inquiry pertains solely to where the collision detection system code should be placed:

In scenarios like this, it's important to consider the relationship between the collision detection system and the movement system. Typically, the approach involves:

1 - Implementing movement without considering collisions
2 - Identifying collisions
3 - Modifying the movement based on the detected collisions

Given that collision detection is closely linked with movement, it seems logical to incorporate it within the movement system. However, it might be beneficial to maintain some level of separation by calling the collision detection system from the movement system, essentially treating the collision system as a sub-system of the movement system.

Alternatively, you could separate them entirely, but in doing so, the collision detection system would need to adjust the entity positions itself. While feasible, this may introduce added complexity to the code (potentially requiring additional data storage in components) and disrupt the principle that only the movement system alters entity positions (a principle worth maintaining, though not mandatory).

I trust this information proves useful.

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