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A simple and powerful entity component system (ECS) written in C++17

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Current version: System is a virtual class with overridden member functions. Systems are managed by SystemManager. They are not connected. On the outside this looks very similar to what DOTS...

enhancement

Threadpool is already in place, we now need to make use of it in queries. Current single-threaded model looks like this: ``` // Define a query ecs::Query q = w.CreateQuery().All();...

enhancement

When the last entity on chunk is deleted, its lifetime countdown starts. Once the counter reaches zero (currently deduced by one every world::update()) the chunk is added to the removal...

enhancement

An editor that would give one an overview of worlds created by the framework (number of entities, chunk fragmentation, systems running, etc). Could exist either as an app or web...

enhancement

Currently, all allocations (save for chunks) are done using the global new operator and depend purely on the system. Specific allocators are needed because: - they give complete knowledge over...

enhancement