PLUS FACTORIES ENTITY COMPONENT SYSTEMS. ECS OVERVIEW My Inspiration is Unity's GameObject architecture.

Slides:



Advertisements
Similar presentations
For(int i = 1; i
Advertisements

UFCFSU-30-13D Technologies for the Web Creating and Updating a Graphical Heads-Up Display (HUD)
Matt Klein. Decorator Pattern  Intent  Attach Additional responsibilities to an object by dynamically. Decorators provide a flexible alternative to.
1 Structural Design Patterns - Neeraj Ray. 2 Structural Patterns - Overview n Adapter n Bridge n Composite n Decorator.
Structures and Classes. Motivation  Types we discussed so far Basic types: char, int, float, double Arrays: a collection of indexed-variables with the.
Rational Rose Overview Diagrams, Directory Structure, Working with Rose.
Презентація за розділом “Гумористичні твори”
Характеристика ІНДІЇ.
Chapter 3.4 Programming Fundamentals. 2 Data Structures Arrays – Elements are adjacent in memory (great cache consistency) – They never grow or get reallocated.
Unity 3D game IDE 1.  Unity is a multi-platform, integrated IDE for scripting games, and working with 3D virtual worlds  Including:  Game engine ▪
Introduction Who we are How we’re going to help: Java and course- related material Subsribe to mailing list: COMP 346:
SE 350 – Programming Games Lecture 6: Programming with Unity Lecturer: Gazihan Alankuş Please look at the last slide for assignments (marked with TODO)
Run-Time Type Identification Jim Fawcett CSE687 – Object Oriented Design Spring 2007.
David, on using MonoDevelop David, on getting to edit and debug in Visual Studio.
© 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1 Detailed Design Overview and Mid-Level Class Modeling.
1 Inheritance We are modeling the operation of a transportation company that uses trains and trucks to transfer goods. A suitable class hierarchy for the.
UML Diagrams: Class Diagrams The Static Analysis Model Instructor: Dr. Hany H. Ammar Dept. of Computer Science and Electrical Engineering, WVU.
Algorithm Programming Bar-Ilan University תשס"ח by Moshe Fresko.
SE 350 – Programming Games Lecture 7: Programming with Unity Lecturer: Gazihan Alankuş Please look at the last slide for assignments (marked with TODO)
I'm thinking of a number. 12 is a factor of my number. What other factors MUST my number have?
UFCFS D Technologies for the Web Unity 3D: Review of Topics and Related Concepts.
14-1 JXTA for J2ME Learning Objectives ● This module will help you... – Learn about the architecture of JXTA for J2ME – Learn the JXTA for J2ME.
USING UNITY JAVASCRIPT. CONVENTIONS AND SYNTAX IN JAVASCRIPT Case Sensitivity All keywords like var or function must be in lowercase. All variable names,
1 Class Diagrams: Advanced Concepts. 2 Overview Class diagrams are the most commonly used diagrams in UML. Class diagrams are the most commonly used diagrams.
The Static Analysis Model Class Diagrams Prof. Hany H. Ammar, CSEE, WVU, and Dept. of Computer Science, Faculty of Computers and Information, Cairo University.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Game Engine Architecture Spring 2012.
LISTS AND ARRAYS CHAPTER Topics  C# Collections  List –Flexible collection of variable length  Array –Standard arrays  Multidimensional Arrays.
GAM 200 Club. How to Game Engine GAM 200 Club Zachary Nawar.
CS261 Data Structures Ordered Bag Dynamic Array Implementation.
Announcements Public playtesting starts next week! – Look at the following 195n lecture for tips regarding good public playtesting:
Games Development Game Architecture: Entities CO2301 Games Development 1 Week 22.
CS212: Object Oriented Analysis and Design Lecture 17: Virtual Functions.
Professor Ira Fay Class 4. Mining Part 3 Programming Concepts Josie Nutter Unity Demo.
1 Class Diagrams. 2 Overview Class diagrams are the most commonly used diagrams in UML. Class diagrams are for visualizing, specifying and documenting.
Apr. 8, 2002Calibration Database Browser Workshop1 Database Access Using D0OM H. Greenlee Calibration Database Browser Workshop Apr. 8, 2002.
RealXtend vs. Second Life RealXtend overview  Main ambition Promote the evolution.
Problem Solving Methodology Rachel Gauci. Problem Solving Methodology Development Design Analysis Evaluation Solution requirements and constraints. Scope.
New IP Drivers using drvIpac Module Driver:CANopen Carrier Driver:GPFC drvIpac ?? CANopen Tip810 CAN Tip810 mv162GPFCatc40vipc310vipc616 Module driver.
CLASSES CHAPTER Topics  Understanding Classes –The Anatomy of a Class  Class Inheritance –Superclasses and Subclasses –Virtual and Override 2.
SE 350 – Programming Games Lecture 5: Programming with Unity Lecturer: Gazihan Alankuş Please look at the last slide for assignments (marked with TODO)
I’m Thinking of a Number
1 CSC103: Introduction to Computer and Programming Lecture No 17.
OOP, Inheritance and Polymorphism Lecture 6. Object relations  Inheritance is ‘a kind of’, ‘a type of’ e.g. a revolver is a type of gun  Aggregation.
Cosc 5/4735 Unity 3D Getting Started Guide for Android.
MAITRAYEE MUKERJI Object Oriented Programming in C++: Hierarchy / Inheritance.
 How can we find/refer to objects at runtime?  This must be dynamic because objects may come and go.  How can we solve this problem?
Overview Institution 1 Institution 2 RS RS- Reputation Service Virtual Organization 1 RS Institution 3 Institution 4 RS GRID Virtual Organization 2 RS.
Game Development with Unity3D
Quick Intro to Unity Lecture 2.
UML Diagrams: Class Diagrams The Static Analysis Model
Quick Intro to Unreal Lecture 7.
UML Diagrams By Daniel Damaris Novarianto S..
Women in Game Programming
Entity Component System
UML Diagrams Jung Woo.
CH#3 Software Designing (Object Oriented Design)
CS250 Introduction to Computer Science II
Unified Modeling Language
Multiple Inheritance & Interfaces
SoundCompass in Unity IGDA Game Accessibility SIG
Сътрудничество между полицията и другите специалисти в България
ВОМР Подмярка 19.2 Възможности за финансиране
Споразумение за партньорство
Fundaments of Game Design
A tiny little microchip
U Layered Architecture M There are up-calls and down-calls. L.
Lecture 3: G.O. architecture + Polymorphism
Games Development Game Architecture: Entities
Chapter 4 System Modeling.
Unity Game Development
Presentation transcript:

PLUS FACTORIES ENTITY COMPONENT SYSTEMS

ECS OVERVIEW My Inspiration is Unity's GameObject architecture.

ECS OVERVIEW Unreal has something very similar A little less structured (but more powerful?) Game is composed of Levels A Level is a collection of GameObject s (Actors) A GameObject has some intrinsic data ID, Name, Transformation? Hierarchy? You add functionality to a GameObject by attaching Components MeshComponent ParticleEmitterComponent 3DSoundComponent CollisionVolumeComponent …

COMPONENTS IMPLEMENTATION I'm giving you my approach Not the best or only approach by any means… Define an interface Component class with pure virtual methods unsigned int getSize() unsigned int getType() (based on #define's) a collection of downcast methods? (i.e. dynamic_cast) [more to come in scripting]

GAMEOBJECT IMPLEMENTATION Contains Attributes: ID Name (Debug only) A static array of Component pointers Methods: get____Component create____Component getID getName (Debug only)