Entity Component Systems: A Programming Paradigm Comparison with OO - Rust Auckland

Entity Component Systems: A Programming Paradigm Comparison with OO - Rust Auckland

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Arrays

3 of 30

3 of 30

Arrays

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Entity Component Systems: A Programming Paradigm Comparison with OO - Rust Auckland

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  1. 1 Introduction
  2. 2 Theta Data Types
  3. 3 Arrays
  4. 4 Destructive arrays
  5. 5 Why should I care
  6. 6 ECS benchmark
  7. 7 ECS in a game
  8. 8 Problems with ECS
  9. 9 Using interfaces across things
  10. 10 Generational arena
  11. 11 Entity components
  12. 12 Effects storage
  13. 13 Dense storage
  14. 14 Hashmap storage
  15. 15 Null storage
  16. 16 Density vector storage
  17. 17 Generation
  18. 18 Hashmaps
  19. 19 Logic
  20. 20 Summary
  21. 21 Systems
  22. 22 Components
  23. 23 Iteration
  24. 24 Object vs System
  25. 25 Dependencies
  26. 26 System Data
  27. 27 System Data Overview
  28. 28 System Graph
  29. 29 Thread Pool
  30. 30 Conclusion

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