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pinebanana

C++ Entity System

6 posts in this topic

After many hours of confusion on how I should implement my [url="https://bitbucket.org/miguelishawt/anax-entity-system"]Entity System[/url]; it has finally been completed (at like 4 in the morning) [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]. This framework is based of the Java Entity System, Artemis, however it's a bit different with the way it is implemented, but you will find similarities. Unfortunately it is not entirely complete, I believe the only thing left to do is the SceneDirector, however, that's not really a required class in the framework, it's more of an add-on to help you manage Scene* objects.

*If you are familiar with the Artemis framework, a Scene is a World.

[u][size=5][b]Features:[/b][/size][/u]
- Unlimited component-types
- Fast retrieval of components
- Creation of components, entity-systems and entity-managers through a string

If you are going to try this framework out, please submit ANY bugs and feel free to add suggestions. I have put [url="https://bitbucket.org/miguelishawt/anax-entity-system/issues?status=new&status=open"]issues[/url] in my [url="https://bitbucket.org/miguelishawt/anax-entity-system"]BitBucket[/url] repo available for the public, so please [url="https://bitbucket.org/miguelishawt/anax-entity-system/issues/new"]submit[/url] bugs/suggestions there. There are no known bugs at the moment, I have resolved them.

[b]NOTE:[/b]
If you are unsure what an Entity System is, I recommend reading this basic tutorial and preferably a blog, such as [url="http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/"]this[/url] one, before reading the tutorial, which describes what one is.

[b][size=5]EDIT:[/size][/b] Moved to tutorial to the public wiki on BitBucket, [url="https://bitbucket.org/miguelishawt/anax-entity-system/wiki/Home"]here[/url]. Edited by pinebanana
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Good job, I know you enjoyed working on it. It has a lot of similarities to my [url="https://github.com/Beernutts/Escape-System"]Escape System[/url] Entity System, but it also has some differences, including some improvements.

The 1st thing I noticed that bothered me a little was the Macro requirement. As minor as it is, I couldn't help but frown when I saw it.

I haven't been able to look through it all, but it looks good so far. Have you used it extensively? When designing the Escape System, and using a test program, it seemed to all work fine. However, when I put it into an actual game, I found some other issues that had to be ironed out (which, honestly, I don't think I've uploaded to github)
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[quote name='superman3275' timestamp='1355678803' post='5011311']
Looks awesome! I've BookMarked this page, I'll probably use it in my next project.
[/quote]

Thanks, although I may have some minor changes when I get around to it :)


[quote name='BeerNutts' timestamp='1355676429' post='5011298']
Good job, I know you enjoyed working on it. It has a lot of similarities to my [url="https://github.com/Beernutts/Escape-System"]Escape System[/url] Entity System, but it also has some differences, including some improvements.

The 1st thing I noticed that bothered me a little was the Macro requirement. As minor as it is, I couldn't help but frown when I saw it.
[/quote]

Thanks, and yeah... I would prefer not to use macros, but in order to have unlimited component types, it is required (without using hash-maps). Also, I placed them to serialise the components/systems/managers.

[quote name='BeerNutts' timestamp='1355676429' post='5011298']
I haven't been able to look through it all, but it looks good so far. Have you used it extensively? When designing the Escape System, and using a test program, it seemed to all work fine. However, when I put it into an actual game, I found some other issues that had to be ironed out (which, honestly, I don't think I've uploaded to github)
[/quote]
I have tested it, but I don't believe all of it's features, and I have not tested the performance of it. There is probably a lot of optimizations I will do, but I still have yet to make a game with it, which will be soon. Currently I'm just a tad busy with other things :C. Thanks again.
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Very interesting and good stuff.
One question, do we want to couple entity/component with scene?
I think an entity component system is an independent system which can be used freely without coupling to scene.
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[quote name='wqking' timestamp='1355726430' post='5011560']
Very interesting and good stuff.
One question, do we want to couple entity/component with scene?
I think an entity component system is an independent system which can be used freely without coupling to scene.
[/quote]

In this System, a Scene is a specific world where the Entity lives, it's not a Scene in the rendering sense. An Entity has to be active within a Scene, but it can be moved from Scene to Scene if you are using multiple Scene (which probably isn't common).
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Very interesting and good stuff.
One question, do we want to couple entity/component with scene?
I think an entity component system is an independent system which can be used freely without coupling to scene.

A tutorial on the wiki is up (it is not entirely completed, but most of the basics are there)

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