entityx
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EntityX - A fast, type-safe C++ Entity-Component system
EntityX is in ConanCenter: https://conan.io/center/entityx But the shared library build has been removed for Windows: https://github.com/conan-io/conan-center-index/blob/ff8bf5423a93bd972099a16f2a7b2646d53b7f69/recipes/entityx/all/conanfile.py#L52 Removing those lines, the output shows as the result of CMake install: ``` --...
Hi @alecthomas , great library! I have a scenario in one of my projects, where I need to pass an entity or a component to the physics engine (bullet) as...
my game uses a lot of classes, and every time I add a new class type I have to add `for (Entity entity : ex.entities.entities_with_components(ClassName)) ` to be able to...
Hello, I used CMake to generate the Visual Studio 2015 EntityX.sln file. I then open the .sln file and build the ALL_BUILD project. At the end of the build process...
I'm trying to integrate cereal serialization library with entityx Also I have read https://github.com/alecthomas/entityx/issues/117, https://github.com/alecthomas/entityx/issues/14 and https://github.com/alecthomas/entityx/issues/25 I got four basic ideas: 1. We should use custom UUID component instead...
Hi, I noticed that when you are destroying an entity, if you attempt to remove another component from that entity at the same time (e.g: from a component's destructor), you...
I'm using the entity manager class for all entities that are currently loaded into the game, as it has many useful features for querying entities with specific components. However, I...
It looks as if `pool_test` is not 100% reliable, at least not on my mac. Sometimes everything passes, but most of the time there is a single assertion the fails....
Currently, any support for concurrency relies solely on the user. Possibly something like [this](http://michaelshaw.github.io/game_talk/game.html#/23), with read-only "copies" of the entities and a stream of operations that are applied. Unsure.
https://github.com/alecthomas/entityx/blob/6389b1f91598c99d85e56356fb57d9f4683071d8/entityx/Entity.h#L648 Seems like the line I've tagged could be easily changed to use brace initialisation rather than direct initialisation. I'm wondering if this has been considered previously and any reason...