Let\'s say I\'m creating an OpenGL game in C++ that will have many objects created (enemies, player characters, items, etc.). I\'m wondering the best way to organize these since
For my soon-to-be personal game project, I use a component-based entity system.
You can read more about it by searching "component based game development". A famous article is Evolve Your Hierarchy from the Cowboy programming blog.
In my system, entities are just ids - unsigned long, a bit like in a relational database. All the data and the logic associated to my entities are written into Components. I have Systems that link entity ids with their respective components. Something like that:
typedef unsigned long EntityId;
class Component {
Component(EntityId id) : owner(id) {}
EntityId owner;
};
template class System {
std::map components;
};
Then for each kind of functionality, I write a special component. All entities don't have the same components. For example you could have a static rock object that has the WorldPositionComponent and the ShapeComponent, and a moving enemy that has the same components plus the VelocityComponent. Here's an example:
class WorldPositionComponent : public Component {
float x, y, z;
WorldPositionComponent(EntityId id) : Component(id) {}
};
class RenderComponent : public Component {
WorldPositionComponent * position;
3DModel * model;
RenderComponent(EntityId id, System & wpSys)
: Component(id), position(wpSys.components[owner]) {}
void render() {
model->draw(position);
}
};
class Game {
System wpSys;
System rSys;
void init() {
EntityId visibleObject = 1;
// Watch out for memory leaks.
wpSys.components[visibleObject] = new WorldPositionComponent(visibleObject);
rSys.components[visibleObject] = new RenderComponent(visibleObject, wpSys);
EntityId invisibleObject = 2;
wpSys.components[invisibleObject] = new WorldPositionComponent(invisibleObject);
// No RenderComponent for invisibleObject.
}
void gameLoop() {
std::map::iterator it;
for (it = rSys.components.iterator(); it != rSys.components.end(); ++it) {
(*it).second->render();
}
}
};
Here you have 2 components, WorldPosition and Render. The Game class holds the 2 systems. The Render component has an access to the position of the object. If the entity doesn't have a WorldPosition component, you can choose default values, or ignore the entity. The Game::gameLoop() method will only render visibleObject. There is no waste of processing for non-renderable components.
You can also split my Game class into two or three, to separate display and input systems from the logic. Something like Model, View and Controller.
I find it neat to define my game logic in term of components, and to have entities that only have the functionality that they need - no more empty render() or useless collision detection checks.