Go Summarize

How I Structure Entities In My Own C++ Game Engine

FuniGameDev2024-02-12
gamedev#game engine#c++#opengl#game programming#programming#devlog#game engine development#game development#indie gamedev#entity component system#game engine architecture#game engine structure
3K views|7 months ago
💫 Short Summary

The video explores different approaches to structuring a game engine, specifically focusing on the entity component system for managing data. It showcases the benefits of this system, such as flexibility, modularity, and improved performance. The speaker demonstrates an example of the entity component system in action and suggests considering the entt library for implementing ECS in C++ for better performance. The video concludes with a thank you message and subscription prompt.

✨ Highlights
📊 Transcript
Overview of game engine structuring techniques, specifically focusing on object management.
01:43
Comparison between single entity and entity component system approaches for data management in games.
Explanation of entity component system involving entities holding indexes and components holding data for flexible design.
Demonstration of entity component system in action with interactions between entities, components, and systems.
Speaker's mention of developing their own entity component system for improved performance and simplicity in game development.
Implementation of an entity component system in C++.
04:49
Use of entity IDs, component lists, and mapping for efficient data retrieval.
Process of adding components to entities, creating a movement system, and modifying components.
Acknowledgement that the implementation may not be perfect but suits current needs.
Recommendation to consider using the entt library for better performance in implementing ECS in C++.