2
votes
1answer
206 views

How should I traverse entities and components for their per-frame updates?

I am implementing a simple entity/component-based engine in C++ and am unsure about the best way to store references to entities/components and what the best way to traverse them each game step would ...
1
vote
2answers
282 views

Singletons & Entity Component Model, Global Engine Class

I am in the process of writing an entity component model game engine and I wanted to ask you a bit about the best way to lay out the code. I have run into an issue that I know will quickly cause me to ...
3
votes
2answers
631 views

Handling movement using an Entity Component-based System Architecture

I have seen various descriptions of how to handle movement in a component-based entity framework. The most common I've stumbled across is the idea of using components called Controller, Physics, ...