Entity Component Architecture
vladdeSV via Digitalmars-d
digitalmars-d at puremagic.com
Wed Aug 24 10:57:33 PDT 2016
Hi,
I have created a project, which is an Entity Component System
(ECS)-like structural setup for projects. It is to be used as
building blocks for (most likely) games.
I call it 'Entity Component Architecture' (ECA).
The difference from ECS to ECA is fundamentally different. ECS
consists of three parts: the Entity, Component and it's System.
ECS uses systems to handle the entity's logic based upon the data
in the entity's components.
ECA however, only has two pieces, namely Entity and Component. In
ECA, the logic of the entity is calculated in the components
themselves, which also usually contains data.
For me personally, this approach felt more reasonable to use. The
entities' logic is directly handled in the components, and not in
systems (which might be scattered around in code (Can very well
vary from dev to dev)).
Now, the main reason why I write here is because: I wrote ECA for
a school project, and I am going to write about this type of
project structure. Since I do not have much experience with ECS
or bigger scale game development, what do you people think of
this new approach?
I am searching for feedback. What do you think it's pros and cons
are? Preformance, memory usage, scaleability, etc?
:)
---
My ECA project can be found at https://github.com/vladdeSV/eca-d
The README.md contains snippets of typical code usage, and the
docs contain examples (specifically 'source/package.d')
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