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| en:toolworks:docs:apparatus:ecs [2021/12/03 17:28] – vladius | en:toolworks:docs:apparatus:ecs [2021/12/18 12:19] (current) – поправил некоторые слова jispar | ||
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| A large portion of C++ language is also OOP and it was one of the main reasons behind its original design. It seems like the general top-level UE's architecture was heavily based on C++ some features, or at least was heavily inspired by them. That's quite logical if you think of it. In the end C++ is the main language behind the tech. The Unreal build toolset (UBT and UHT) is implemented in C# which is also an OOP language by the way. | A large portion of C++ language is also OOP and it was one of the main reasons behind its original design. It seems like the general top-level UE's architecture was heavily based on C++ some features, or at least was heavily inspired by them. That's quite logical if you think of it. In the end C++ is the main language behind the tech. The Unreal build toolset (UBT and UHT) is implemented in C# which is also an OOP language by the way. | ||
| - | So, when we develop games (and software in general) the OOP-way, we usually decompose all of the available entities and concepts into the hierarchies of their corresponding types. In terms of Unreal Engine those are mainly called Objects (or '' | + | So, when we develop games (and software in general) the OOP-way, we usually decompose all of the available entities and concepts into the hierarchies of their corresponding types. In terms of Unreal Engine those are mainly called Objects (or '' |
| - | As the time goes we notice that our classes | + | As the time developing our game goes we usually start to notice that some of our classes |
| A quite popular example for that approach is a tree of animal inheritance, | A quite popular example for that approach is a tree of animal inheritance, | ||
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| You would hardly ever need to implement your own mechanisms. Should you wish to, you can also do it in C++. | You would hardly ever need to implement your own mechanisms. Should you wish to, you can also do it in C++. | ||
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| + | ==== Third-Party Resources ==== | ||
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| + | Together with our community we have gathered a collection of useful information regarding ECS and data-oriented in general. | ||
| + | You may study it for a broader view on the subject: | ||
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| + | === English === | ||
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| + | {{youtube> | ||
| + | {{youtube> | ||
| + | {{youtube> | ||
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| + | === Russian === | ||
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| + | These are in Russian, but you may still want watch them with automatically-generated subtitles. | ||
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| + | {{youtube> | ||
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