Differences
This shows you the differences between two versions of the page.
Next revision | Previous revision Next revisionBoth sides next revision | ||
en:toolworks:docs:apparatus:ecs [2021/04/02 22:10] – created jispar | en:toolworks:docs:apparatus:ecs [2021/04/08 10:24] – vladius | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | New ECS paradigm | + | ====== Introduction to ECS ====== |
+ | |||
+ | Talking about object-oriented programming (OOP), we consider our practical task as multiplicity of special abstract things. In terms of Unreal Engine these abstractions are mainly | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | By using the base class properties we can change the current state of the objects in the derived class. But the problem is the game logic can become too scattered across those classes and layers. | ||
+ | |||
+ | A solution to this game development problem is an approach called [[wp> | ||
+ | |||
+ | Apparatus provides all of the basic ECS idioms and even more. To be unambiguous the framework it uses a different naming scheme as compared to classic ECS. Here is the list of analogous terms: | ||
+ | |||
+ | ^ ECS Term ^ Apparatus Term ^ | ||
+ | | Entity | ||
+ | | Component | ||
+ | | System | ||
+ | | A group of Systems | ||
+ | | Archetype | ||
+ | | Chunk | Belt | | ||
+ | |||
+ | ==== About ECS+ ==== | ||
+ | |||
+ | Apparatus takes a broader approach on ECS that we essentially call ECS+ over here. It introduces a greater amount of flexibility with the help of detail (component) inheritance support and sparse expandable, dynamic belts (chunks and archetypes). The term ECS+ in itself should be treated as more of a synonym for the " | ||
+ | |||
+ | Generally speaking, in our own philosophy, engineering should never be " | ||
+ | |||
+ | ==== Built-in Subjects ==== | ||
+ | |||
+ | At a lower level, '' | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | Those should be sufficient for the most cases, but you can easily implement your own additional subject classes in C++. | ||
+ | |||
+ | ==== Built-in Mechanisms ==== | ||
+ | |||
+ | The '' | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | You would hardly ever need to implement your own mechanisms. Should you wish to, you can also do it in C++. |