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The entity is a general purpose object. Usually, it only consists of a unique id. They "tag every coarse game object as a separate item". Implementations typically use a plain integer for this.
The raw data for one aspect of the object, and how it interacts with the world. "Labels the Entity as possessing this particular aspect". Implementations typically use structs, classes, or associative arrays.
In Kepler, Actors are used to create new Entities and give them the proper Components. Actors also provide Entities with "tick" code which is run every frame, or every tick.
"Each System runs continuously (as though each System had its own private thread) and performs global actions on every Entity that possesses a Component of the same aspect as that System."