3 ms·
Btw. 0 A.D. uses the Entity-Component-System pattern too. Search for "optimized the entity-component system, a core part of the engine" on this page: http://pl
by frik 13y ago
Btw. 0 A.D. uses the Entity-Component-System pattern too.
Search for "optimized the entity-component system, a core part of the engine" on this page: http://play0ad.com/0-a-d-development-report-13/#more-3342 http://play0ad.com/0-a-d-development-report-13/#more-3342
- wereHamster 13y agoThe page doesn't provide any info about how 0ad uses ECS.
- frik 13y agoIn 0 A.D., entities (units and buildings and other world objects) consist of a collection of components, each of which determines part of the entity's behaviour. Entity template XML files specify the list of components that are loaded for each entity type, plus initialization data for the components. -- http://svn.wildfiregames.com/public/ps/trunk/source/tools/entdocs/convertrng.xsl http://svn.wildfiregames.com/public/ps/trunk/source/tools/en... Have a look at the source code: http://svn.wildfiregames.com/public/ps/trunk/source/simulation2/system/ComponentManager.cpp http://svn.wildfiregames.com/public/ps/trunk/source/simulati... and other code there: http://svn.wildfiregames.com/public/ps/trunk/source/simulation2/system/ http://svn.wildfiregames.com/public/ps/trunk/source/simulati... and there: http://svn.wildfiregames.com/public/ps/trunk/source/simulation2/components/ http://svn.wildfiregames.com/public/ps/trunk/source/simulati... (I used Google to find the related code)