entity-component-system Questions

2

Because of Unity ECS, I've been reading a lot about ECS lately. There are many obvious advantages to an ECS architecture: ECS is data-oriented: Data tends to be stored linearly, which is the most...

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Here's the analogy: I have an organism which is composed of cells which can be further composed of a medley of attachments. What I have currently is a sort of event chain between child/parents to ...
Tyika asked 27/7, 2019 at 20:31

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I have an existing working C++ game library that use Entity-Component-System (ECS). User of my library would like to create some components e.g. Cat :- class Cat{ public: int hp; float flyPowe...

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I'm working on a data-oriented entity component system where component types and system signatures are known at compile-time. An entity is an aggregate of components. Components can be added/rem...
Windfall asked 16/8, 2015 at 13:15

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I wonder how to implement the fastest version of an entity component system (ECS from now on) in C++. First off, regarding terminology: a Scene is a container for Entities (and Systems in some ...
Lock asked 18/5, 2014 at 12:1

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I have an OOP entity-component system that currently works like this: // In the component system struct Component { virtual void update() = 0; } struct Entity { bool alive{true}; vector<uniqu...
Phillida asked 22/7, 2013 at 14:12

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I have been looking at game engine design (specifically focused on 2d game engines, but also applicable to 3d games), and am interested in some information on how to go about it. I have he...
Accelerant asked 14/12, 2009 at 14:33
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