Command System
Command pattern implementation with CommandBuffer, Dispatchers, and Manager integration for deferred action execution.
Command pattern implementation with CommandBuffer, Dispatchers, and Manager integration for deferred action execution.
Lifecycle hooks for ECS components: onAcquire, onRelease, onRemove, enable/disable, and cloning.
Modular component registration system for runtime reflection, cloning, and lifecycle hooks.
Composition-based entity design with Components, Systems, and GameWorld for flexible game logic.
Function pointers for type-erased component lifecycle callbacks.
Entity-Component-System architecture overview for the helios game engine.
Lightweight versioned reference for safe entity identification.
Central manager for entity lifecycle and component storage in the ECS.
Single source of truth for entity lifecycle with versioned handles and index recycling.
Double-buffered event buses with phase/pass propagation for decoupled system communication.
Commands, Events, double-buffered EventBus, and ImmediateBus for decoupled game systems.
High-level entity wrapper providing type-safe component access and lifecycle management.
Fluent builder pattern for constructing GameObjects with their associated components.
Efficient entity lifecycle management with pre-allocated pools for frequently spawned objects.
Hierarchical scene organization with transform inheritance, parent-child relationships, and camera integration.
Generic O(1) data structure for efficient entity-component storage in the ECS.
Entity lifecycle management with spawn scheduling, profiles, behaviors, and pool integration.
Rule-based state machines for game and match state transitions with listeners and command-driven changes.
Abstract base class for game logic processors operating on the GameWorld.
Coordinate systems (LHS), matrix storage (column-major), units (1 hu = 1 m), and mathematical foundations used in helios.
Compile-time detection of component lifecycle hooks using C++20 concepts.
Interface for objects requiring per-frame updates in the game loop.
Lightweight iterator for querying entities with specific components.