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I would recommend having both. Entity/Component Graph This defines which entities are attached to which components. In my engine, there is no such thing as an "entity", but any component can have child components. This graph is not used to draw or update components, but is only used for logical queries and events that are supposed to effect component ...


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You might actually be better of with using std::map for this one, depending on your exact use-case. I did some testing on our little rendering framework where I thought std::unordered_map would be good for maintaining a map of graphics resources (we are using std::map there now). I found that it's actually slower to use std::unordered_map since the ...



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