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Data-driven entity-component-system built on top of boost mp11.

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What is an entity-component (ec-)table?
A table where the rows correspond to entities and columns correspond to component types. Each entry is a particular entity's particular component (or null if the entity does not have that type of component). Rows (entities) are created/destroyed at run-time however columns (types of components) must be specified at compile-time. It corresponds to a scene from a non-technical perspective.

Example:

name audio_listener audio_source button camera collider light mesh transform
"terrain" null null null null {...} null {...} {...}
"wind" null {...} null null null null null {...}
"sun" null null null null null {...} null {...}
"player" {...} null null {...} {...} null {...} {...}
"ui" null null {...} null {...} null null {...}

What is an entity?
Simply a handle referring to a row in an ec-table.

What is a component?
A data type representing a particular aspect of an entity. It is not required to derive from a base class.
Examples: audio_source, audio_listener, button, camera, collider, light, mesh, name, transform, ...

What is a system?
A system regularly traverses an ec-table, and processes the components relevant to it. It is not required to derive from a base class.
Examples: audio_system, physics_world, renderer, ui_system, ...

Limitations
An entity can only have one of each component type since multiple identical types are not allowed in the ec-table.