How are ECS and DoD combined?
Where is this array of components over whitch queries are done to run through systems? How do the components get into those arrays? How does the query system work?
Implementing state-driven agents within an Entity-Component-System approach
A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent’s “perception” and “stimuli” and perform actions on entering, being in, and exiting a state.
Implementing state-driven agents within an Entity-Component-System approach
A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent’s “perception” and “stimuli” and perform actions on entering, being in, and exiting a state.
Generalization of phase based systems for card and board games
In an exercise of futility I’m trying to abstract and generalize a framework where to build any turn/rule based system. I’ve had a head start but after decompiling HearthStone I’m second-guessing that it may have higher complexity than I expected, at least for abstraction. So, I would like a peer review of the approach I am taking.
Bottleneck performance in ECS
I’ve been looking into building an entity-component-system. Basically, an entity is just an id wrapped around a struct, components are data belonging to that entity(and reference said id), and systems are the code. Entities and components are all stored inside arrays, to allow fast iteration over each.
Bottleneck performance in ECS
I’ve been looking into building an entity-component-system. Basically, an entity is just an id wrapped around a struct, components are data belonging to that entity(and reference said id), and systems are the code. Entities and components are all stored inside arrays, to allow fast iteration over each.
Bottleneck performance in ECS
I’ve been looking into building an entity-component-system. Basically, an entity is just an id wrapped around a struct, components are data belonging to that entity(and reference said id), and systems are the code. Entities and components are all stored inside arrays, to allow fast iteration over each.