Timeline for How do you actually access the data of individual components in an Entity-Component-System design? (C++)
Current License: CC BY-SA 4.0
5 events
when toggle format | what | by | license | comment | |
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Oct 25, 2018 at 20:24 | comment | added | Jarius | I don't know what you're saying, then. | |
Oct 25, 2018 at 19:41 | comment | added | Caleth | No the entities don't have any of those | |
Oct 25, 2018 at 19:33 | comment | added | Jarius | Also, an Entity would only have one of each component at most, so that would just become a bunch of variables with some left empty. That seems like both a waste of space and a good way to create code bloat once you start adding more component types. | |
Oct 25, 2018 at 18:36 | comment | added | Jarius | Wouldn't that require each Entity to have a list for each possible Component? That seems like a waste when any particular Entity might have only a few of those out of potentially dozens. This is for a video game, so efficiency is a concern. | |
Oct 25, 2018 at 12:18 | history | answered | Caleth | CC BY-SA 4.0 |