In an entity component system (implemented where components only contain data and systems operate on groups of data) one can guarantee that the entity in which a system is operating on has the desired ...
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 have an Entity class with health, armor, and damage. I want my entities to raise some kind of take_damage and attack events whenever they attack or take damage. Here's my current implementation: ...
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 ...
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) ...
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 ...