Advertisement

Latest entitycomponentsystem Activity

This thread was off-topic in the Game Design and Theory forum. What is Game Design? This thread is now in the Engines and Middleware forum. (Note that another mod or admin might disagree with my choice and move it to yet another forum.) @scruthut  I'm not a programmer, so I cannot offer any us…

1,021 views
Advertisement

The resource in ECS is generally meta-information, a proxy for the concrete resource. That is, in many systems a resource the developers see as a Mesh, Material, Sound, or similar resource they can attach to an object in their Inspector or other editor isn't a reference to the actual mesh, the actu…

5,337 views

I second Juliean,
To me the meshdata isn't an actual game data, it is just an asset like a texture of some sorts. It should then be loaded, stored and destroyed only by the associated library. Graphically-wise (just made that up) your components are just here to keep track of what's happing in the s…

5,826 views

Regarding linked lists, the performance impact of iterating over a few systems once per frame with a linked list is negligible unless you go out of your way to perform unnecessary work (e.g. traversing all elements of a list repeatedly from the beginning to access elements by index). 

The data …

7,143 views

Thanks for your opinion.

I finally understood “the core” through your previous and current answers.

For systems, 
why is it good to declare to the stack, 
for systems in the engine, why memory is less important than Component and Entity, Node, etc., 
what part of Cache was I missing, and&…

5,036 views
Advertisement
Advertisement