ECS slides

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Benedikt Galbavy 2025-01-13 22:16:55 +01:00
parent 0a7deada40
commit 1d7f54494a

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@ -6,6 +6,8 @@
\usetheme{metropolis}
\usepackage{outlines}
\usepackage{minted}
\setminted{fontsize=\footnotesize,samepage=true}
%\usepackage{xcolor}
@ -66,12 +68,69 @@ Hate
\item git-modules - do not bloat contributions
}
\begin{frame}[allowframebreaks, fragile]{We made an ECS - almost?}
\begin{frame}[allowframebreaks, fragile]{We made an ECS}
Why an ECS - Entity Component System?
\begin{itemize}
\item Encourages reusable code
\item "Plug-and-play" to add functionality
\item We found a video tutorial series for it
\item Simplified implementation: Entities propagate updates to the components
\end{itemize}
\end{frame}
\note[itemize]{
\item Reusable code mainly on engine side, but also applies to game dev components
\item plug and play mostly an advantage for game dev - i.e. "I want physics, here are physics"
\item \say{video series} - tease issue of abruptly ending
\item Components usually only have data, and are querried by the system (hence ecS)
\item System part used for rendering
}
\begin{frame}[allowframebreaks, fragile]{We made an ECS - Implementation}
\begin{minted}[linenos,autogobble,samepage=false]{c++}
class Entity {
private:
std::vector<std::unique_ptr<Component>> components;
ComponentArray componentArray = {};
ComponentBitSet componentBitSet;
public:
void update(uint_fast16_t diffTime) const;
template <typename T> bool hasComponent() const {
return componentBitSet[getComponentTypeID<T>()];
}
template <typename T> T& getComponent() const {
auto ptr(componentArray[getComponentTypeID<T>()]);
return *static_cast<T*>(ptr);
}
template <typename T, typename...TArgs> T& addComponent(TArgs&&...mArgs) {
T* c(new T(std::forward<TArgs>(mArgs)...));
c->entity = this;
std::unique_ptr<Component> uPtr{ c };
this->components.emplace_back(std::move(uPtr));
componentArray[getComponentTypeID<T>()] = c;
componentBitSet[getComponentTypeID<T>()] = true;
c->init();
return *c;
};
};
\end{minted}
\end{frame}
\note[itemize]{
\item appologize for formatting - for the sake of compactness
\item TypeID: increments through all components - copied from video tutorial
\item NOT beginner friendly
}
\begin{frame}[allowframebreaks, fragile]{We made an ECS - Usage}
Very easy to use:
\begin{minted}[linenos,autogobble]{c++}
auto& projectile(this->manager->addEntity());
projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale);
projectile.addComponent<SpriteComponent>(texture, 4); // 4 => zIndex
projectile.addComponent<ProjectileComponent>(range, speed, velocity, owner);
projectile.addComponent<ColliderComponent>(0.6f);
\end{minted}
\end{frame}
\note{mention: this ease of use is our goal}
\begin{frame}[allowframebreaks, fragile]{Memory Management}
\begin{minted}[linenos,autogobble]{c++}
class Manager
@ -99,7 +158,7 @@ Does that solve memory management? Not quite:
\end{frame}
%code example
\begin{frame}[fragile]
\begin{frame}[fragile]{Hello, World!}
\begin{minted}[linenos,autogobble]{c}
#include <stdio.h>