This question seems to be a duplicate of mine, but I don't think it is. I'm trying to build a game using an ECS, but I want this ECS to be as simple as possible, therefore I am eschewing messages. ...
I am working on an entity system for a game. I have read that cache is very important with the common operation of iterating over entities and their components. Currently I have a class World that ...
Background: I am designing a simple 3D render system for an entity component system type architecture using C++ and OpenGL. The system consists of a renderer and a scene graph. When I finish the ...
The problem is how many times the matrices representing the bones (for animation and rendering) of an entity get calculated. If i have these components: Position Skeleton (holds matrices for bones) ...
My entity/component/system engine is coming along quite nicely; I have two very different apps working on the same executable. (One 2-d scroller, one 3D Asteroids-type game). In the interest of ...
I am making my first simple game engine and decided to go with a ECS (Entity component system) from inspiration from Unity. I spent quite awhile online trying to figure out how to implement it. I ...