You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Entity Component Systems (ECS) are widely used among game programmers since it's a data organization pattern that does not require inheritance unlike common Object-Oriented patterns but instead functionality is provided by the components.
We will going to implement ECS in Chaos as an alternative to common Object-Oriented Programming (OOP) paradigm with an event-driven approach. Such that entities will have components and be able to emit events. Components on the other hand, will be able to listen those events, all by using the language's syntax. Here are two examples to demonstrate the syntax and possible use cases:
Server-side data modeling:
importdatetimeimportstringimporttypeeventStudentCreatedentitySchoolhasStudentsendcomponentStudentsStudentliststudentsnumstudent_count=0voiddefadd_student(Studentstudent)listensStudentCreatedarray.insert(students,student)student_count++
endnumdefget_student_count()returnstudent_countendendentityStudenthasNameSurnamehasAgeemitsStudentCreatedoncreateendcomponentNameSurnamestrnamestrsurnamevoiddefset_name_surname(strname,strsurname)this.name=namethis.surname=surnameendstrdefget_fullname()strfullname=string.join([name,surname],' ')returnfullnameendendcomponentAgenumage=0strbirth_datevoiddefset_birth_date(strbirth_date='01.01.1950')strlist=string.split(birth_date,'.')numyear=type.num(list[2])this.age=datetime.year() - yearendnumdefget_age()returnthis.ageendendschool=newSchoolstudent=newStudentprintstudent.get_age()# Should print 0student.set_name_surname('John','Doe')student.set_birth_date('21.12.1984')printstudent.get_fullname()# Should print 'John Doe'printstudent.get_age()# Should print 36printschool.get_student_count()# Should print 1
Entity Component Systems (ECS) are widely used among game programmers since it's a data organization pattern that does not require inheritance unlike common Object-Oriented patterns but instead functionality is provided by the components.
We will going to implement ECS in Chaos as an alternative to common Object-Oriented Programming (OOP) paradigm with an event-driven approach. Such that entities will have components and be able to emit events. Components on the other hand, will be able to listen those events, all by using the language's syntax. Here are two examples to demonstrate the syntax and possible use cases:
Server-side data modeling:
Game programming:
The text was updated successfully, but these errors were encountered: