Add topic "Entity component system (ECS)" Accepted
Changes: 19
-
Add Entity Systems Wiki
- Title
-
- Unchanged
- Entity Systems Wiki
- Type
-
- Unchanged
- Web
- Created
-
- Unchanged
- 2014
- Description
-
- Unchanged
- no value
- Link
-
- Unchanged
- http://entity-systems.wikidot.com/
- Identifier
-
- Unchanged
- no value
Resource | v1 | current (v1) -
Add Entities, components and systems
- Title
-
- Unchanged
- Entities, components and systems
- Type
-
- Unchanged
- Blog post
- Created
-
- Unchanged
- 2018-11-20
- Description
-
- Unchanged
- What you need to know about ECS and game development
- Link
-
- Unchanged
- https://medium.com/ingeniouslysimple/entities-components-and-systems-89c31464240d
- Identifier
-
- Unchanged
- no value
Resource | v1 | current (v1) -
Add Data-Oriented Design
- Title
-
- Unchanged
- Data-Oriented Design
- Type
-
- Unchanged
- Blog post
- Created
-
- Unchanged
- 2009-12-04
- Description
-
- Unchanged
- Or Why You Might Be Shooting Yourself in The Foot With OOP
- Link
-
- Unchanged
- https://gamesfromwithin.com/data-oriented-design
- Identifier
-
- Unchanged
- no value
Resource | v1 | current (v1) -
Add Data Oriented Design Resources
- Title
-
- Unchanged
- Data Oriented Design Resources
- Type
-
- Unchanged
- Hub
- Created
-
- Unchanged
- 2015
- Description
-
- Unchanged
- A curated list of data oriented design resources.
- Link
-
- Unchanged
- https://github.com/dbartolini/data-oriented-design
- Identifier
-
- Unchanged
- no value
Resource | v1 | current (v1) -
Add Entity component system (ECS)
- Title
-
- Unchanged
- Entity component system (ECS)
- Description
-
- Unchanged
- Entity–component–system (ECS) is an architectural pattern that is mostly used in game development. ECS follows the composition over inheritance principle that allows greater flexibility in defining entities where every object in a game's scene is an entity (e.g. enemies, bullets, vehicles, etc.). Every entity consists of one or more components which contains data or state. Therefore, the behavior of an entity can be changed at runtime by systems that add, remove or mutate components. This eliminates the ambiguity problems of deep and wide inheritance hierarchies that are difficult to understand, maintain and extend. Common ECS approaches are highly compatible and often combined with data-oriented design techniques.
- Link
-
- Unchanged
- https://en.wikipedia.org/?curid=38715612
Topic | v1 | current (v1) -
Add Data-oriented design
- Title
-
- Unchanged
- Data-oriented design
- Description
-
- Unchanged
- In computing, data-oriented design is a program optimization approach motivated by efficient usage of the CPU cache, used in video game development. The approach is to focus on the data layout, separating and sorting fields according to when they are needed, and to think about transformations of data. Proponents include Mike Acton, Scott Meyers, and Jonathan Blow. The parallel array (or structure of arrays) is the main example of data-oriented design. It is contrasted with the array of structures typical of object-oriented designs.
- Link
-
- Unchanged
- https://en.wikipedia.org/?curid=50786173
Topic | v1 | current (v1) -
Add Programming paradigm
- Title
-
- Unchanged
- Programming paradigm
- Description
-
- Unchanged
- Programming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, such as allowing side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are concerned mainly with the way that code is organized, such as grouping a code into units along with the state that is modified by the code. Yet others are concerned mainly with the style of syntax and grammar.
- Link
-
- Unchanged
- https://en.wikipedia.org/?curid=189897
Topic | v1 | current (v1) -
Add Entity component system (ECS) treated in Entity Systems Wiki
- Current
- treated in
Topic to resource relation | v1 -
Add Entity component system (ECS) treated in Entities, components and systems
- Current
- treated in
Topic to resource relation | v1 -
Add Data-oriented design treated in Data-Oriented Design
- Current
- treated in
Topic to resource relation | v1 -
Add Data-oriented design treated in Data Oriented Design Resources
- Current
- treated in
Topic to resource relation | v1 -
Add Data-oriented design is Programming paradigm
- Current
- is
Topic to topic relation | v1 -
Add Entity component system (ECS) uses Data-oriented design
- Current
- uses
Topic to topic relation | v1 -
Add Object-oriented programming (OOP) is Programming paradigm
- Current
- is
Topic to topic relation | v1 -
Add Computer programming parent of Programming paradigm
- Current
- parent of
Topic to topic relation | v1 -
Add Functional programming is Programming paradigm
- Current
- is
Topic to topic relation | v1 -
Add Object-oriented programming (OOP) different from Data-oriented design
- Current
- different from
Topic to topic relation | v1 -
Add Software design pattern e.g. Entity component system (ECS)
- Current
- e.g.
Topic to topic relation | v1 -
Add Entities, components and systems references Data-Oriented Design
- Current
- references
Resource to resource relation | v1