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#ActualRobMaddison

Posted 16 January 2013 - 03:12 AM

In brief, entity/component systems exhibit aggregation rather than inheritance, so each entity in the game world is a container that can contain various components. Update methods, if that's how you wanted to do it, would then be called on the entity and the entity might then work through each of its components to determine which ones are 'updatable' and call them.

In my system, for example, I have game entities (characters, cameras, etc) and a character would have a mesh component (or meshholder for multiple meshes), a skeleton component, an animator component, an orientation component, a render component (this just returns 'render tokens' that ultimately get send to the renderer), etc.

Don't have much time to write more but I'm sure others will add. I've found it to be incredibly easy to use/extend, etc. There are tonnes of good sites with info on this too, starting right here on gamedev

#1RobMaddison

Posted 16 January 2013 - 03:11 AM

I'm brief, entity/component systems exhibit aggregation rather than inheritance, so each entity in the game world is a container that can contain various components. Update methods, if that's how you wanted to do it, would then be called on the entity and the entity might then work through each of its components to determine which ones are 'updatable' and call them.

In my system, for example, I have game entities (characters, cameras, etc) and a character would have a mesh component (or meshholder for multiple meshes), a skeleton component, an animator component, an orientation component, a render component (this just returns 'render tokens' that ultimately get send to the renderer), etc.

Don't have much time to write more but I'm sure others will add. I've found it to be incredibly easy to use/extend, etc. There are tonnes of good sites with info on this too, starting right here on gamedev

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