Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ - Part 4 With the basic functionality of my ECS framework done, I'd like to show how it's set up with some use cases of its core components. ECS Framework Setup 1. First, download the ECS static library project here: 2. Unzip the file and place…
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Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ – Part 3
Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ - Part 3 Another part of my gameplay framework is the definition of entities and components in a human-readable file that will build out to binary files. In game engines like Unity and Unreal, these take form as Prefabs and Blueprints respectively. Unity has the same…
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Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ – Part 2
Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ - Part 2 To get this gameplay framework going, I decided to layout all the interfaces for the entities, components, and systems to get a better understanding of the ECS architecture. These user facing interfaces are based on looking at other ECS implementations and from my…
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Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ – Part 1
Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ - Part 1 Introduction One of the most recent architectural patterns to come out of the game development industry is the Entity-Component-System (ECS) with naming akin to the Model-View-Controller (MVC) pattern found in the software industry. This hints that ECS helps with separation of concerns while…
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