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Timeline for How do components access one another in a component based entity system

Current License: CC BY-SA 4.0

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S Aug 16, 2023 at 14:47 history suggested Community Bot CC BY-SA 4.0
Domain is now a porn website. Replaced link to an Archived version.
Aug 8, 2023 at 11:24 review Suggested edits
S Aug 16, 2023 at 14:47
May 22, 2021 at 0:00 history tweeted twitter.com/StackGameDev/status/1395892192049344512
May 21, 2021 at 21:43 history edited DMGregory CC BY-SA 4.0
Un-accidentally the verb
Dec 17, 2017 at 15:34 vote accept MoustacheSpy
Dec 17, 2017 at 15:33 vote accept MoustacheSpy
Dec 17, 2017 at 15:33
Dec 12, 2017 at 19:27 comment added user77245 To me the problem here is logicComponent. You don't necessarily want a component to reach around and look at its entity and then figure out what components it has attached and grab data. That's a system's responsibility to have functionality, and systems don't process things in this scalar one-entity-at-a-time mindset. It is at least better to err on the side of components just being raw data, not logic. Your logicComponent probably wants to be a system of some sort.
Dec 12, 2017 at 17:29 answer added Stephan timeline score: 8
Dec 12, 2017 at 16:04 comment added Bálint @snb First of all, if you want to get the most out of the computer, then you don't use an ECS to begin with, since it adds an overhead; secondly, it doesn't really matter in a real world scenario, since you usually don't have thousands of components
Dec 12, 2017 at 15:43 comment added Vaillancourt @snb Before judging that, one should profile. In an actual situation. Yes, runtime complexity is a thing, but that code could be a drop in the ocean when taking a look at the big picture.
Dec 12, 2017 at 15:40 answer added Krupip timeline score: 4
Dec 12, 2017 at 15:27 history edited MoustacheSpy CC BY-SA 3.0
added 116 characters in body
Dec 12, 2017 at 15:24 comment added MoustacheSpy @snb am I even doing component based entities right? I am having a feeling that I am missing something, since this performance problem is not a thing anywhere else. What I could do would be to use shared pointers instead of normal ones and simply have the logic functions look for all components of interest and simply set its own shared pointers to those components. But then I gotta account for changes in the component structure and that is gonna be an even worse mess. There is obviously something I am doing wrong here
Dec 12, 2017 at 14:55 comment added Bálint You're probably overestimating how much one of those look thoughs costs in terms of clock cycles.
Dec 12, 2017 at 14:24 history asked MoustacheSpy CC BY-SA 3.0

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