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Component Based Game Engine From Scratch Part 2

Component Based Game Engine From Scratch Part 2

James Grimwood
James Grimwood
James Grimwood · · 1 min read
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Introduction Last time I explained in detail how the whole system worked. This time I will focus on the component system, as it is quite complex. Using it isn’t complex, but I’m trying to mimic Unity’s functionality that was written in C#. Functionality that is partially implemented within the editor and doesn’t relate directly to typing in code. I have no idea how Unity really does this, but the solution I have come up with seems tidy enough and fits neatly within a single C++ header.

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