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This is a simple implementation of an Entity-Component System and some examples on how to use it. It is ment to help me illustrate the concept to aspiring game developers.

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Entity-Component System and Examples (Unity3D, C#)

Summary

This is a simple implementation of an Entity-Component System, as well as some examples of how to apply it to game architecture. It uses Unity 3D and Mono C# as a development/runtime platform. The component system uses an event manager for message passing between systems and systems may use a generic implementation of a state machine with custom states for game logic. The project is ment to help me illustrate the inner workings of Entity-Component Systems to aspiring game developers and to show them some good and bad decisions. As such, the included example, by design, is not a perfect use case of the architecture. For more information about this project, please visit: http://www.helgames.com/projects/game-architecture-examples

License

Copyright (c) 2014, Paul Schulze

All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  • Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
  • Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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This is a simple implementation of an Entity-Component System and some examples on how to use it. It is ment to help me illustrate the concept to aspiring game developers.

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