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Entity-Component System

Name: Anonymous 2013-07-14 15:04

okay /prog/. I am on the crossroads of destiny, I have only one choice for a game engine design pattern. Actually entity control pattern. Entity-Component System seems egin groski. Suggest me something /prog/, i have only chance  for a design pattern.

Name: Anonymous 2013-07-17 0:02

>>33
You still need an ordinal identifier acting as a primary key to tie everything together if you want to make it efficient. Simple integer compares for lookups, instead of comparing the value of everything for equality.

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