Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Refactor internals of Entity-Component-System design #159

Open
9 of 13 tasks
Witek902 opened this issue Mar 11, 2016 · 0 comments
Open
9 of 13 tasks

Refactor internals of Entity-Component-System design #159

Witek902 opened this issue Mar 11, 2016 · 0 comments

Comments

@Witek902
Copy link
Member

Witek902 commented Mar 11, 2016

  • Implement Entity class
  • Introduce Entity Template resource
  • Introduce Entity Template component
  • Introduce Entity Controller
    • Implement FreeCameraController in nfEngineDemo
  • Separate Systems from components and resources
    • Implement renderer system with simple mesh proxy and light proxy
      • Use BVH to speedup culling
      • Move high-level renderer to another project
    • Implement entity system
    • Implement input system
    • Implement physics system with body proxy
  • Simple event handling system

Some notes:

  • All components should be kept in a memory pool (one memory pool for one component type).
  • Components should be as small as possible - they should contain only "configuration", all additional data (e.g. shadow map pointer for lights) should be managed by an appropriate system. Components will usually create some kind of system proxy when it's possible, e.g. when mesh resource was loaded.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

1 participant