Building an Entity Component System
Today's goal: Build the foundation of an "Entity Component System" for the game engine!
Updates
- Texture rendering is now working!
- Reorganized and renamed code in the game engine
Developing a component-based engine
Today we'll be sketching out the initial design of an Entity Component System written in Mesche!
This is a relatively common design in modern game engines which seeks to break down monolithic game object implementations into a more composable design:
- Entity: A game object comprised of behaviors split across components (really just an ID)
- Component: The data for an entity that a particular "system" understands
- System: The actual code that implements a behavior across a collection of one component type
What's nice about this?
- Decoupling of game objects from behavior
- Systems can be executed at any time, even on different threads
- Enables much better performance when component data is organized appropriately (data-oriented design)
We're going to start with a simple design using the language features we have so far in Mesche and then improve it as we go!