Ok so I’m trying to create a entity component system to store general game objects.
I created my abstract entity class that has parent/children/name variables and basic methods for managing hierarchy models.
Then I have my abstract updatable class which when update() is called will call update of it’s children, and their children, down the model.
Then I tried making an Asset class, of which some classes (Mesh, Shader, Image, UITheme) will extend but it has been a over all messy pain.
I’m going to redesign the entire thing, as it’s just not flexible enough.
MasterEntity(Will have name/children but no parent) {
Input
UI
Scene(Will store entities)
Entity(Will have parent) {
Asset(Will be a actual file) {
Shaders, Meshes, Images, UIThemes
}
GameObject(Adds update() and tranforms) {
Components {Matter, Cameras, Particle Emitter, Ridgidbody, etc}
}
}
}
Anyone have any good links?
How does the diamond operator work, and should I use it?
Should I make these extend, or make interfaces, or what?