Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
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Topics | |
Systems | |
Components | |
Files | |
file | ecs_world.hpp |
ToyMaker Engine's implementation of an ECS system. | |
Classes | |
class | ToyMaker::ECSWorld |
A class that represents a set of systems, entities, and components, that are all interrelated, but isolated from other similar sets. More... | |
class | ToyMaker::Entity |
The Entity is a wrapper on an entity ID, used as the primary interface between an application and the engine's ECS system. More... | |
Typedefs | |
using | ToyMaker::EntityID = std::uint64_t |
A single unsigned integer used as a name for an entity managed by an ECS system. | |
using | ToyMaker::WorldID = std::uint64_t |
An unsigned integer representing the name of an ECS world. | |
using | ToyMaker::UniversalEntityID = std::pair<WorldID, EntityID> |
An ID that uniquely identifies an entity. | |
using | ToyMaker::ECSType = std::uint8_t |
A number tag used to represent components and systems. | |
Variables | |
constexpr EntityID | ToyMaker::kMaxEntities { 1000000 } |
A user-set constant which limits the number of creatable entities in a single ECS system. | |
constexpr ECSType | ToyMaker::kMaxECSTypes { 255 } |
A constant used to restrict the number of definable system and component types in a project. | |
using ToyMaker::ECSType = std::uint8_t |
A number tag used to represent components and systems.
using ToyMaker::EntityID = std::uint64_t |
A single unsigned integer used as a name for an entity managed by an ECS system.
All components belonging to an entity will also have the entity's id associated with it.
using ToyMaker::UniversalEntityID = std::pair<WorldID, EntityID> |
An ID that uniquely identifies an entity.
This ID is made by appending the ID of the entity to the ID of the world the entity belongs to. Together, they uniquely identify an entity within the entire application
using ToyMaker::WorldID = std::uint64_t |
An unsigned integer representing the name of an ECS world.
A single application may contain multiple "Worlds" – a set of tables containing entities and the components that describe them. Each world is given an ID in turn.