I often read in the ECS game engine documentations that is a good architecture for using cpu cache wisely. But I can't figure how we can benefit from cpu cache. If components are saved in an array ...
For reference I am mostly imitating the architecture in this tutorial, the "Entity System" section: http://www.raywenderlich.com/24878/introduction-to-component-based-architecture-in-games NOTE: the ...
I have an Entity class and a Component class. The Entity class has a list of attached components, and each component also has a member variable that is a reference to the entity that it is attached to ...
EDIT: Looks like people are actually doing this! http://www.randygaul.net/2013/05/20/component-based-engine-design/ Another example of using this data accesing pattern. I've done a lot of research ...
I am writing a pong clone with a component based entity system. But I am having trouble with the different kinds of movement in the game. The problem is the following: My paddles will just move up ...