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

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Presentation on theme: "PLUS FACTORIES ENTITY COMPONENT SYSTEMS. ECS OVERVIEW My Inspiration is Unity's GameObject architecture."— Presentation transcript:

1 PLUS FACTORIES ENTITY COMPONENT SYSTEMS

2 ECS OVERVIEW My Inspiration is Unity's GameObject architecture.

3 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 …

4 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]

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


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