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#ecs#entity-component-system#game-architecture

Game Engine Entity/Object Models

Bobby Anguelov

2.5K subscribers • 1 video on Hallway

YouTube
  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Bobby Anguelov, game developer
  • Linked in the descriptionBobbyAnguelov/KRG
  • An opinion. It argues one side of a question engineers disagree on.

Advanced. Deep dive for people who know the field.

27K views5 years ago2 recommendations

Game developmentSoftware designUnity, Unreal and GodotBuilding a game engineSoftware architecture

Bobby Anguelov delivers a comprehensive deep dive into game engine object models, comparing traditional component models, ECS, and his own hybrid approach.

A long brain dump about entity/object models in game engines today... Follow-up on additional questions: youtu.be/fuiNOWEUnJ8 Prototype implementation: github.com/BobbyAnguelov/KRG - Stream Start - Intro - What is an Object/Entity Model - Game Object Component Model (OCM) - OCM: Reference Hell - OCM: Reusability and Scalability - OCM: Singletons - OCM: Conclusion - Entity Component System (ECS) - ECS: No Spatial Hierarchy - ECS: Update Order - ECS: Performance - ECS: Conclusion - Questions + Break - Kruger Intro - Multithreading - Kruger Goals - Kruger Entity Model (KEM) - KEM: Spatial Hierarchy - KEM: Systems - KEM: Updating Entities and Systems - KEM: Entity Lifecycle - KEM: System Design Motivation - KEM: Example and Performance - Questions

Why it's here

2 people recommend this

What people say. Highly recommended by engine developers for its deep, practical analysis of entity component systems and alternative game engine architectures.

u/jimndaba88in r/gameenginedevs • Recommends

On “What direction and resources? Advice from the pros.”

Here are my fav videos. bobby Anguelov He also has a great chat about animation systems and ai. Check out his engine on GitHub great code to read. A Industry veteran. I am in love with the decima engine..I don't know why. I just love it Here is a great talk from their engine tooling team. decima engine tooling Inspired me to consider immediate GUI for my engine using nodes. Many systems are going this way..procedural generation, scripting, shaders, rendering architecture division 2 engine There used to be one from Frostbite team but it's no longer on YouTube. These are ones I return to on a regular just to inspire me.

u/drjeatsin r/gameenginedevs • Recommends

On “Is there a good writeup on composition based architecture (components but not ECS)?”

Video, not a blog post, but it's exactly what you're looking for (and is modern): link to this video It goes a little deep, but Bobby did post source on his github eventually so you can look at it if you want some kind of grounding.