Entity Systems

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Ryan McDougall

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Jan 22, 2009, 8:37:43 AM1/22/09
to ou...@adminotech.com, cr...@ludocraft.com, realxtend-a...@googlegroups.com
Finally read the citations here:
http://rexdeveloper.org/wiki/index.php?title=Abstraction_levels_-_world_object_structure

Excellent choice to go with an entity system.

Not only is Smoke compatible with ES, if you read the source code you
notice it *is* in fact an ES, even if not advertised as such. An ES
seems to be a requirement for an efficient component-based system
running on multiple threads.

Cheers,

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