entity component system

Home Forums Real-Time 3D Rendering with DirectX and HLSL entity component system

This topic contains 1 reply, has 2 voices, and was last updated by  Paul Varcholik 3 years ago.

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  • #274

    ahmedsaleh
    Participant

    I would like to know the design approach that is used in the book. is it entity component system ? because you try to inherit from drawable component if its drawable and if its not like a camera you inheirt from a game component..
    is it that implementation of entity component system ?

    #275

    Paul Varcholik
    Keymaster

    Hello Ahmed,

    The design mimics the component-oriented architecture of XNA. DrawableGameComponent extends GameComponent with a Visible property and a virtual Draw() method. The idea being, that if you had a component that should be rendered to the screen (drawn) it would inherit from DrawableGameComponent and override the Draw() method.

    If you had a component with no visual representation (e.g. the keyboard) then you would inherit from GameComponent and override the Update() method. Of course, since DrawableGameComponent inherits from GameComponent, any DrawableGameComponent-derived classes can override Update() as well.

    Paul

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