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A programming paradigm in which gameobjects (entities) are composed out of components, and are operated upon by systems. Each entity is an ID that points to specific components.

1 vote

Logic in Entity Components Systems

My suggestion is to use abstract pure virtual class as Interfaces OR template policy. Your system can accept only components that inherit from a specified interface OR that implements template policie …
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0 votes

How do we coordinate which order the systems get processed within an ECS?

in my ECS solution it would be a mistake to rely on the order of the engines. Instead I use the concept of a "Sequencer" that allows systems to communicate with each other in a given order. Sequencer …
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2 votes

Entity Component System: system and components relation

My point is: if the Systems are the ones responsible for the actual game logic update (practically speaking, the game logic code is written inside the system), is there a 1:1 relation between e …
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1 vote

Collision Response in Entity Components Systems

In my articles I wrote about a possible solution to your problem. In my vision of ECS, I group the systems according their context and level of abstraction. When I talk about context, I mean the scope …
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  • 490