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title: An introduction to Entity–component–systems | ||
updated: 2020-6-8 | ||
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Recently, I created the fourth version of my game GetSquared. GetSquared is a game I have been working on and off of for the past 3 years, with this being it's fourth finished version, seventh attempt. | ||
Before this all of the other versions had online networking, but that was proving to be a real challenge, so for this version it was local single player only. | ||
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GetSquared version four was created using the Entity–component–system archecture. | ||
The short and simple explaination is that ECS is an archecture in which the game entities are just UUIDs which get assigned to systems. | ||
For instance "player" entity would get the Velocity system, MarkerSummoner, CharacterController2D system, etc. | ||
Each system is meant to handle one thing in the game. | ||
For instance the MarkerSummoner system handles summoning a marker when the user presses `space` to summon one, and the CharacterController2D handles converting player key presses into momentum to be applied to their velocity. | ||
The velocity system turns uses the player's velocity to change the current position of the player. | ||
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title: GetSquared Version Four | ||
updated: 2020-1-28 | ||
sitemap: false | ||
externalURL: https://gsv4.hampton.pw/client/index.html | ||
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