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SFME::ECS
Sztergbaum Roman edited this page Feb 11, 2018
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Welcome to the page of the SFME::ECS module
A complete example can be found here
Include hierarchy can be found here
SFME systems are separated into different types:
- PreUpdate -> Called at each loop turn before logical systems (for example ProcessInput, ProcessNetwork)
- LogicUpdate -> Looped as long as it is allowed (for example GameLogic, Physics, Movement)
- PostUpdate -> Called at the end of the LogicUpdate (for example Rendering, Interpolation)
This class will manage the systems of the entity component system. You will be able to add, remove, retrieve or delete systems through it.
The class is templated on the entity manager and she is a receiver.
template <typename EntityManager>
class SystemManager final : public sfme::mediator::Receiver<SystemManager<EntityManager>>;SystemManager(sfme::mediator::EventManager &evtMgr, EntityManager &ettMgr) noexcept;- evtMgr The event manager will be provided to the system when it is created.
- ettMgr The entity manager will be provided to the system when it is created.
void update() noexcept;This is the function that will update your systems.