Changes between Version 8 and Version 9 of SimulationArchitecture


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Timestamp:
Apr 13, 2010, 2:57:01 PM (14 years ago)
Author:
Philip Taylor
Comment:

fix external link

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  • SimulationArchitecture

    v8 v9  
    77The '''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.)
    88
    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.htm GDC 2002 presentation: A Data-Driven Game Object System], and a few of the things linked from those.
     9The 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.
    1010
    1111An 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.