I've been interested in the component entity system for a while, and figured I would fallow this guide on making one, break it down and figure out how everything works. http://www.richardlord.net/blog/what-is-an-entity-framework It worked pretty good for a while but I am having difficulties with the core of it, I can register components and systems to my engine, but one of the things this guide does not cover is how to actually convert all these components into nodes that the systems can use. Would anyone have any insight as to how this would be completed? The guide uses action script, but i am coding in c++ btw.
Also on a side note, do you feel that the component entity system is a good one? I spoke with a teacher about it and he said it wasn't how he liked to think about things, so he didn't use it. Also mentioning that if you go to EA none of the games he worked on used this system. He wouldn't say that it was bad, he just said that nothing hes worked on has used it, because they didn't need to.
I'm wandering what the advantages of it over others is, as well as any disadvantages.
FYI, I've written an entity component system in C++, and detailed much of it in my journal (full journal linked in my signature). You are welcome to check it out, and even use it if you want, but it might give you some ideas about how to approach it with C++.