System Executive – TBD
After the Scheduler split the jobs of System execution and created a schedule, System Executive is responsible for allocating Execution Contexts, dispatching the jobs to threads, perform synchronizations between dependent…
After the Scheduler split the jobs of System execution and created a schedule, System Executive is responsible for allocating Execution Contexts, dispatching the jobs to threads, perform synchronizations between dependent…
A. Introduction It turns out that iterating the Entities in an incremental order of arrival time, which is required by Input Systems to function correctly, is not as easy to…
Introduction In a previous post, an idea was discussed on how to handle input events with our ECS architecture. Basically, the input events are fetched from somewhere and put into…
Introduction Systems and Components are not allowed to possess game assets such as textures. Instead, assets are referred to in Components using handles like numbers or strings. When processing the…
The Problem The Entity-Component-System architecture forces us to process the game data in a somehow functional fashion: The Entity Database is processed sequentially by each System (ignore the possibility of…