===
An ECS design in c++14.
The goal is to provide a user friendly and optimized EntityComponentSystem.
- EntityManager
- SystemManager
- BindingSystems: By tag, group, Type, TypeRestriction, Entity to System
- PoolManager to avoid heavy reallocation
- ScheduleManager
- Serializer to freeze the game and then store/retrieve the party.
It will be available under GNU/Linux, Windows (to see xp compatibility) and maybe Mac OS
Many presets will be present to make it a real framework.
- 2D
- SDL
- SFML
- 3D
- OPENGL ?
- Chipmunk
- Life
- PatternMovement
- ...
You'll be able to add your own Entities, Components, Systems and Managers.
- Store Components on ComponentManager contiguous
- bindTagged
- bindGrouped
- advancedTypeSystem
- Entity::bind(ASystem *)
- name Entities for better debug output (DEBUG_MODE)
- choice between static and shared library
- complete view functions (tree view of type restriction...)
- Conception for dll/so mistake
- Register class on construction on executable side ?
- Warning when Entities/Components array must reallocate