Our next game creation mission: Having multiple things in the game that interact, which starts by defining what exactly is a « thing » in the game. Today we embark on the journey to do just that with an Entity-Component-System, NOT the same thing as a system of entities and components (I know. Language.) The first step to that? Overcoming the hurdle of dynamic runtime types for components in a completely statically typed language like C++.
Starting code: https://github.com/BennyQBD/3DGameProgrammingTutorial/tree/528240bdb482859139d351251473323ffb7e8aab
Finished code: https://github.com/BennyQBD/3DGameProgrammingTutorial/tree/ffcd6126e249a45e85bd7fc0f652f5bdeaba8092
Line-by-line code change breakdown: https://github.com/BennyQBD/3DGameProgrammingTutorial/commit/ffcd6126e249a45e85bd7fc0f652f5bdeaba8092
Discord: https://discord.gg/aMqvk3E
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A very special thanks to my most devoted supporters for making this video possible:
Thundzz (Yacine)
Andreas Nordh
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