A programming paradigm in which gameobjects (entities) are composed out of components, and are operated upon by systems. Each entity is an ID that points to specific components.

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Messaging system between components implementation [closed]

What are the pros and cons of these two kinds of messaging objects: The first one I make a generic message object with things like an Enum for the type of message, and arrays of ints, floats and ...
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1answer
270 views

Overload C++ functions in lua [closed]

I have had a look around but I believe this to be impossible due to compile time of c++. However is it possible to have a class registered in lua and c++ that has a overload update function which I ...
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Component-based entities without IDs?

I'd like to know if someone has found a way to build a component-based entity system in their game(s) without using IDs. I find that IDs tend to do away with one of the major (possible) advantages of ...