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23 docs tagged with "architecture"

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Command System

Command pattern implementation with CommandBuffer, Dispatchers, and Manager integration for deferred action execution.

Component Lifecycle

Lifecycle hooks for ECS components: onAcquire, onRelease, onRemove, enable/disable, and cloning.

Component Registry

Modular component registration system for runtime reflection, cloning, and lifecycle hooks.

Component System

Composition-based entity design with Components, Systems, and GameWorld for flexible game logic.

ComponentOps

Function pointers for type-erased component lifecycle callbacks.

ECS Architecture

Entity-Component-System architecture overview for the helios game engine.

EntityHandle

Lightweight versioned reference for safe entity identification.

EntityManager

Central manager for entity lifecycle and component storage in the ECS.

EntityRegistry

Single source of truth for entity lifecycle with versioned handles and index recycling.

Event System

Double-buffered event buses with phase/pass propagation for decoupled system communication.

Game Loop Architecture

Commands, Events, double-buffered EventBus, and ImmediateBus for decoupled game systems.

GameObject

High-level entity wrapper providing type-safe component access and lifecycle management.

GameObject Builder

Fluent builder pattern for constructing GameObjects with their associated components.

Object Pooling

Efficient entity lifecycle management with pre-allocated pools for frequently spawned objects.

Scene Graph

Hierarchical scene organization with transform inheritance, parent-child relationships, and camera integration.

Sparse Set

Generic O(1) data structure for efficient entity-component storage in the ECS.

Spawn System

Entity lifecycle management with spawn scheduling, profiles, behaviors, and pool integration.

State Management

Rule-based state machines for game and match state transitions with listeners and command-driven changes.

System

Abstract base class for game logic processors operating on the GameWorld.

Technical Conventions

Coordinate systems (LHS), matrix storage (column-major), units (1 hu = 1 m), and mathematical foundations used in helios.

Traits

Compile-time detection of component lifecycle hooks using C++20 concepts.

Updatable

Interface for objects requiring per-frame updates in the game loop.

View

Lightweight iterator for querying entities with specific components.