diff options
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 11 |
1 files changed, 9 insertions, 2 deletions
@@ -6,6 +6,13 @@ Entity-Component (EC) systems are a form of decomposition that completely decoup EntityX is an EC system that uses C++11 features to provide type-safe component management, event delivery, etc. It was built during the creation of a 2D space shooter. +## Recent Notable Changes + +- Python scripting system (alpha). +- Revamped build system, including selectable smart pointer implementation (Boost or stdlib). + +See the [ChangeLog](https://github.com/alecthomas/entityx/blob/master/CHANGELOG.md) for a full list. + ## Overview In EntityX data associated with an entity is called a `Component`. `Systems` encapsulate logic and can use as many component types as necessary. An `EventManager` allows systems to interact without being tightly coupled. Finally, a `Manager` object ties all of the systems together for convenience. @@ -44,9 +51,9 @@ entity.destroy(); ### Components (entity data) -The idea with ECS is to not have any functionality in the component. All logic should be contained in Systems. +The general idea with the EntityX interpretation of ECS is to have as little functionality in components as possible. All logic should be contained in Systems. -To that end Components are typically [POD types](http://en.wikipedia.org/wiki/Plain_Old_Data_Structures) containing self-contained sets of related data. Implementations are [curiously recurring template pattern](http://en.wikipedia.org/wiki/Curiously_recurring_template_pattern) (CRTP) subclasses of `Component<T>`. +To that end Components are typically [POD types](http://en.wikipedia.org/wiki/Plain_Old_Data_Structures) consisting of self-contained sets of related data. Implementations are [curiously recurring template pattern](http://en.wikipedia.org/wiki/Curiously_recurring_template_pattern) (CRTP) subclasses of `Component<T>`. #### Creating components |