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Game Engine Programming 010 - Entity and component implementation in C++ | C++ Game Engine

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In today's video, I'll work on the implementation of game entities and components in the C++ game engine. In contrast with the object oriented approach in the level editor, I now will use a data oriented design for faster CPU access to data. I'll also set up a means to expose engine functionality to the game code.
(Red Episode)
Courtesy of Éric Langlais:
00:00 - intro
01:59 - Entity Storage Explanation
03:54 - Entity.CPP
06:25 - Utilities Header (vector/deque overrides for future custom implementation)
09:00- Continue Entity Implementation
11:11- Match the Default Id between Debug & Release.
17:27- Entity API
20:50 - create_entity
25:36 - remove_entity
26:58 - is_alive
31:00 - Transform Component API
38:47 - Get Transform from Entity
40:33 - Transform.CPP
43:21 - MathTypes Utility
48:15 - Continue Transform Implementation
52:45 - Get Position Rotation and Scale
by Arash Khatami
-------------------------------------------------------------
#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries
(Red Episode)
Courtesy of Éric Langlais:
00:00 - intro
01:59 - Entity Storage Explanation
03:54 - Entity.CPP
06:25 - Utilities Header (vector/deque overrides for future custom implementation)
09:00- Continue Entity Implementation
11:11- Match the Default Id between Debug & Release.
17:27- Entity API
20:50 - create_entity
25:36 - remove_entity
26:58 - is_alive
31:00 - Transform Component API
38:47 - Get Transform from Entity
40:33 - Transform.CPP
43:21 - MathTypes Utility
48:15 - Continue Transform Implementation
52:45 - Get Position Rotation and Scale
by Arash Khatami
-------------------------------------------------------------
#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries
Game Engine Programming 010 - Entity and component implementation in C++ | C++ Game Engine
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