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Recommended reading Entity-Component-System


Vulcan
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During the summer I got more and more entangled game entity classes in my game project, and I really wish I had read this before I started on my journey. I recently stumbled on this article talking about why OOP is not really good for (larger) games to manage game entities, and that introduced me to a better approach. I have yet to test this out in Leadwerks as I am trying to learn more about this before taking a major overhaul. Anyway I hope this could help other people here that might struggle with this.

 

Link to article: http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013

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This was easier to do in Lua when Leadwerks allowed multiple Lua scripts per entity since you'd be able to have one component per Lua script and then attach the components you wanted to an entity in the editor.

 

It's still doable but now requires we make our own glue code and the editor isn't going to help out any with this style.

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When working with this style of approach I found very quickly that it was extremely difficult to create self-contained functionality. It never works out like that in real life. I mean, we could make a light that blinked on and off and spun around, with two separate unrelated scripts, but when you started scripting AI and real game behaviors it became a mess. You end up breaking your script into all these abstract systems and it becomes really convoluted.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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