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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.

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How to manage state in a component-based game engine?

I'm working on a small, data-driven game engine with some friends. We use GameObjects (a.k.a. Entities, Actors, or whatever it is called in your favorite engine) to represent every entity in the game …
Nax 'vi-vim-nvim''s user avatar