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14 docs tagged with "ecs"

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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 Structure

Required structure for ECS components including Copy/Move constructors for the prefab system.

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.

GameObject

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

Sparse Set

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

System

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

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.