I'm trying to find the best design pattern for my AI code using an ECS. Right now the entities that act as CPU-controlled have components like: WeaponComponent ChargeComponent MovementComponent ...
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 ...
I'm quite new to game development (but not to programming) and I'm trying to figure out what would be the best way to handle inter-world communication. What I mean is this: I've been reading about ...
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 have a question : I'm currently programming a roguelike game (with tiles) using the ECS programming paradigm, and I'm struggling with how to implement the map. At first, I made every terrain square ...
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 ...