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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 14:42

>>42
You don't need ID. Components should tie themselves automatically.

Of course if you simulate gravity, then after a planets have formed, they could be assigned entities to optimize physics, but it should be done in totally transparent way, so a meteor could break planet back into particle clouds with some attached thermodynamic simulation.

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