Component Lifecycle
Lifecycle hooks for ECS components: onAcquire, onRelease, onRemove, enable/disable, and cloning.
Lifecycle hooks for ECS components: onAcquire, onRelease, onRemove, enable/disable, and cloning.
Modular component registration system for runtime reflection, cloning, and lifecycle hooks.
Required structure for ECS components including Copy/Move constructors for the prefab system.
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.
High-level entity wrapper providing type-safe component access and lifecycle management.
Generic O(1) data structure for efficient entity-component storage in the ECS.
Abstract base class for game logic processors operating on the GameWorld.
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.