Alex Kehayias gave a talk about designing a functional game engine in 
ClojureScript, using components, here: 
https://www.youtube.com/watch?v=TW1ie0pIO_E I thought it was a superb talk.

There's also Arcadia, here: https://github.com/arcadia-unity/Arcadia which 
wrap's Unity3D in Clojure, but Unity takes about the most imperative approach 
to components as possible.

In general, and as Alex shows, the entity-component approach can work very well 
with game engines. The issues of coupling can either be tackled with explicit 
dependency declaration or by a more flexible async notification/inbox system. I 
haven't yet built something like this, though I'd like to, but, if/when I do, 
my design would be very much along the lines of Alex's.

J

On Tue, Aug 15, 2017 at 05:52:38PM -0700, Didier wrote:
> I recently stumbled upon the entity-component-system design pattern which 
> is popular in game engine 
> design: 
> https://en.wikipedia.org/wiki/Entity%E2%80%93component%E2%80%93system, 
> and really liked what I saw, thought it could be a good fit for Clojure.
> 
> Basically, it has three concepts:
> 
> 1) Components are pure data grouped together as per a given domain. In a 
> game engine that would be for example the 3D positional data related to 
> positioning of objects in the 3D scene. So one component would be 
> PositionComponent and it would have :X, :Y.
> 
> 2) Entities are collections of Components with a unique ID.
> 
> 3) Systems are processing functions that take an entity, transforming their 
> components' data, or performing side effects from them.
> 
> Generally, in games, they inverse the entities, so instead of having 
> entities contain components, they have components stored in an array with 
> the index being the entity ID, and another array which contains the set of 
> components for the entity at that index. All of this is kept track of by a 
> world container.
> 
> (def world
>   {:entities []
>    :comp1 []
>    :comp2 []
>    ...})
> 
> 
> So say you want to create an entity which is composed of comp1 and comp2, 
> you would just add to the world :entities at index 0 a set #{:comp1 
> :comp2}, and to the world :comp1 and :comp2 vectors at index 0 an initial 
> component1 and component2 data structure. In games, for performance, they 
> use a bitmask instead of a set for the entry of :entities.
> 
> 
> I'm not sure this structure is necessary if trying to use the pattern not 
> for game, but it doesn't hurt either I think.
> 
> What I like about this, is I'm thinking its possible to use it to do 
> data-driven functional object modeling in Clojure. A problem I face, and I 
> feel other faces in Clojure, is how do you model entities without OOP? I 
> find this creates a kind of OO that is functional and data driven.
> 
> You would spec a bunch of component, they're pure data. Then you'd define 
> systems (aka functions) which take an entity, and operate on the entity's 
> components (aka its data). At first glance, this appears to just be OOP, 
> but there's no inheritance here, and functions that operate or related data 
> are decoupled from the data. Systems are implicitly mapped to components, 
> based on what they work on. So you can extend all entities with more 
> functionality easily. You can also create entities from components on the 
> fly.
> 
> On second glance, I wonder what's different about this from just functions 
> operating over data. I think its just a more rigid means to do so when you 
> need the concept of entities. In a way, entities act as a class, in that 
> they're a template of data. A system works over that template.
> 
> Has anyone experimented with this in Clojure?
> 
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