3 ms·
There are shipping AAA games and game engines that use some variation of a component system for entities, including Unreal Engine 3 and CryEngine. In practice,
by Impossible 14y ago
There are shipping AAA games and game engines that use some variation of a component system for entities, including Unreal Engine 3 and CryEngine.
In practice, "component entity system" simply means favor composition over inheritance. There are different ways you can architect your code to fit the definition, some of them efficient and cache friendly.
- Tuna-Fish 14y agoAnd to elaborate more: The reason for this shift is that the current-gen consoles (xbox360 and PS3) are really, really bad at random access into memory. Chasing pointers on PC is bad, chasing pointers on them is suicidal. With them, it's better to do a linear copy of ~3kb than it is to reference one more uncached pointer. And this is especially bad because they don't have any kind of decent prefetchers -- if you haven't actually touched an object, it's probably uncached. Becaus of this, if you use traditional OoO to structure your code, you leave an order of magnitude or more of performance on the table. And since the CPUs are slow as it is, you can't afford to do this.