Data-Oriented Boid Flocking with Entity-Component-Systems in C++ One of the most recent architectural patterns to come out of the game development industry is the Entity-Component-System (ECS). ECS is a data-oriented approach to organizing gameplay implementation that takes locality of reference into account. With a basic ECS framework I built over a 5 part series, I…
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Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ – Part 5
Entity-Component-System (ECS) : A Data-Oriented Gameplay Framework in C++ - Part 5 Now that I have an ECS Gameplay Framework in place, I'd like to implement a small boid simulation with it. Due to the number of boids these simulations usually display, I think it would be a good demonstration of an ECS use case.…
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