Tagged Questions
11
votes
3answers
1k views
Appropriate level of granularity for component-based architecture
I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory ...
6
votes
2answers
411 views
Doesn't multiple inheritance solve all problems that entity systems do?
The question is pretty self explaining: doesn't multiple inheritance solve all the problems that entity systems also solve?
I just remembered a term called "multiple inheritance", and that seems to ...
6
votes
3answers
1k views
Entity Component System based engine
Note: I'm programming this in Javascript, but it should be language agnostic in the most part.
I am thinking about converting my engine to an ECS based one.
I get the basic idea (note: this is ...
2
votes
1answer
103 views
Should I wrap a template function with another template function, or…?
I'm currently making an Entity System, using C++, and I've questioned myself about how I should interface some methods. Specifically in my Entity and ComponentManager classes.
The ComponentManager, ...
1
vote
2answers
144 views
Benefits of implementing systems like classes instead of just functions
In an Entity System I am making, there is a central class called World, which stores all component instances. It's a dictionary-of-arrays, and entity ids are indexes for the arrays.
To access a ...