Lately I've been working on a small personal project which is basically an Entity Component System framework with autoupdated Systems. While I have a pretty good idea on the way the framework should ...
I started to write some code for a small 3D environment. This week I wanted to start with my entities and when I thought about it again, I stumbled across some unmet requirements. My design works fine ...
Over every entity system I see implemented in C++, or even in Java/C# (e.g. the Artemis framework). I see components not allocated via a new operator (or something similar, e.g. std::make_shared). For ...
I am working on an Entity System design based largely off of Adam Martin's design and Ray Wenderlich's Objective-C Implementation. I am working on the AI system using a state machine with a System ...
[background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are ...
I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept ...