Changes between Version 8 and Version 9 of SimulationArchitecture
- Timestamp:
- Apr 13, 2010, 2:57:01 PM (14 years ago)
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SimulationArchitecture
v8 v9 7 7 The '''entity system''' is the infrastructure that runs the game's simulation/gameplay code. (The gameplay itself is not part of this system - the system is not even specific to RTS games - but it is all built on top of this system, and influences the system's design.) 8 8 9 The design is based most closely on the one presented in GPG5 (''Bjarne Rene: Component Based Object Management; Game Programming Gems 5, 2005, page 25''). Some other useful references: [http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ Evolve Your Hierarchy], [http://www.gamearchitect.net/Articles/GameObjects1.html Game Object Structure: Inheritance vs. Aggregation], Scott Bilas's [http:// www.drizzle.com/~scottb/gdc/game-objects.htmGDC 2002 presentation: A Data-Driven Game Object System], and a few of the things linked from those.9 The design is based most closely on the one presented in GPG5 (''Bjarne Rene: Component Based Object Management; Game Programming Gems 5, 2005, page 25''). Some other useful references: [http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ Evolve Your Hierarchy], [http://www.gamearchitect.net/Articles/GameObjects1.html Game Object Structure: Inheritance vs. Aggregation], Scott Bilas's [http://scottbilas.com/games/dungeon-siege GDC 2002 presentation: A Data-Driven Game Object System], and a few of the things linked from those. 10 10 11 11 An important concept in the entity system is the '''entity'''. This represents any kind of 'thing' in the simulation world - a person, a tree, a rock, an arrow, and more abstract things like event triggers, players, and player input controllers.