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blog.eyas.sh | ||
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piemaster.net
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| | | | | I want to talk a bit about the Artemis framework I've been playing with, but it won't mean much without some background knowledge of the entity/component paradigm of game design. This post, then, is a quick review of my experience with entities and components, and how they relate to the more traditional object-oriented (OO) paradigm, and in particular, what sucks about both. If you're familiar with the entity/component paradigm already, you may just want to skip over to my detailing ofEntity/Component Game Design That Works: The Artemis Framework ยป and read through this at your leisure. There's a few connections, but I'm trying to keep it at a pretty high level for now. | |
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mikemarcin.com
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| | | | | a series of articles on Entity Component System (ECS) architecture. The posts will be a mix of theory and practical. The goal is to build a functional and efficient library by the end. What is an ECS An ECS or Entity Component System is programming pattern that separates code, data, and relationships. The three pillars of an ECS are unsurprisingly: Entity Component System Entity provides for an identity and the relationship between Components. | |
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austinmorlan.com
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| | | | | Ever since first hearing about Entity Component Systems and their implications in game development, I've wanted to build one for my own usage and knowledge. There are a few examples that people have built and posted online (1, 2), and there are a few full-fledged ones that can be used to build real games (3 , 4). I liked different aspects of each of them that I studied, but I wanted to build my own and put my own spin on the problem, incorporating different elements from different examples. | |
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scruss.com
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| | | Python is okay, I guess, but there's not a hint of music to it. I'm a dyed-in-the-wool Perl programmer since 4.036 days. When I think of how I'll solve a programming problem, I th... | ||