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 ...
I'm working on an Entity Component System in XNA/C# and I wondering how, and if, systems within an ECS share data. For example: Lets say I have a ParticleSystem, RenderSystem and an ...
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 ...
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 ...