Experimenting with Engine Design
c++ game engine game engine architecture
I've been trying to leverage more C++ features to make development easier. One big design decision was to limit the use of pointers and to use handles and C++ references as much as possible. I want to avoid using shared pointers and limit my code to only a few unique pointers when absolutely necessary. So far so good. I've gotten a component-based entity system working already. Entities only store handles to there components, and all components are stored in an std::vector inside their respective system classes. As I've been playing around with the system though, I think in the future, entities will not even need handles to their components. Entities will eventually just morph into position orientation with the components knowing which entity they belong to, but not the other way around. If it goes well, I'll incorporate these ideas into the next version of the 3D engine. Hopefully I'll be able to simplify things enough so that the next 3D engine will be good for testing and able to run on the PC and Android, but all this will happen after 6 months or so.
If you'd like some more details about the 3D engine's modular design, you can check out the video below. Let me know if you have any questions. Even critiques are welcome.