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Explore a comprehensive lecture on game programming that delves into Entity Component System (ECS) architecture and its comparison with Object-Oriented Design. Learn about game engine architecture, components, entities, and how they are stored and managed. Discover additional entity variables, the use of std::tuple, and essential entity functions. Gain insights into component implementation and see practical examples of entity usage code. Understand systems and how to filter entities by components. Conclude with an overview of the Vec2 class and engage in live coding to reinforce your understanding of vector mathematics in game development.
Syllabus
- ECS vs. Object Oriented Design
- ECS / Game Engine Architecture
- Components / Entities
- How Entities Store Components
- Additional Entity Variables
- Using std::tuple
- Entity Functions get, has, remove, add
- Component Implementation
- Example Entity Usage Code
- Systems / Filtering Entities by Component
- Vec2 Class Overview
- Vec2 Live Coding
Taught by
Dave Churchill