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-rw-r--r--research.tex58
-rw-r--r--sources.bib28
2 files changed, 68 insertions, 18 deletions
diff --git a/research.tex b/research.tex
index ad33d10..f62f736 100644
--- a/research.tex
+++ b/research.tex
@@ -44,13 +44,17 @@ layers are divided into the following categories:\noparbreak
performance profiling.
\item[Scripting layer] Runs scripts, such as Lua or Python.
\item[Memory systems] Handles and monitors memory usage.
- \item[\gls{ecs}] Provides a modular way to create game objects, add physics, and
- define how the engine interacts with objects.
\item[Physics] Adds specific physics to objects.
\item[Audio] Processes audio.
\item[AI] Provides artificial inteligent behavior.
\end{description}
+\subsubsection{Structure}
+
+The above mentioned layers should be structured, somehow. One of the requirements is
+that the game engine's API uses a so-called gameObject (with one or more component(s)).
+The gameObject is described in more detail at \cref{sec:Gameobjects/components}. ...
+
\subsubsection{ECS}
A game engine must have the ability to keep track and update several game objects. To
@@ -66,10 +70,30 @@ must be stored efficiently, and entities must be provided with the required beha
such as audio, position, or physics. To create diverse entities with specific
functions: A scene can contain many different kinds of entities, each with different
properties and functions. But no matter how different each entity is, it remains an
-entity. To assign properties and functions to entities, components are used. Entt is
-an example of an \gls{ecs}.
+entity. To assign properties and functions to entities, components are used.
% TODO: ref?entt
+There are many C/C++ libraries available, completely dedicated to \gls{ecs}. The most
+popular libraries are shown in \cref{tab:popularECSLibraries}. The popularity is based
+on the amount of stars on GitHub.
+\begin{table}[ht]
+ \centering
+ \begin{tabular}{ll@{\qquad}lr}
+ \toprule
+ \textbf{Name} & \textbf{Short Description} & \textbf{Stars} & \textbf{License} \\
+ \midrule
+ EnTT & Fast and reliable entity-component system & 10k & MIT \\
+ Flecs & A Multithreaded Entity Component System & 6.3k & MIT \\
+ EntityX & Fast, type-safe C++ entity component system & 2.2k & MIT \\
+ \bottomrule
+ \end{tabular}
+ \caption{Popular \gls{ecs} libraries \autocite{github:001}}
+ \label{tab:popularECSLibraries}
+\end{table}
+
+It is, of course, not necessary to use a library to implement an \gls{ecs} architecture.
+However, it seems very hard to achieve the same performance as a library. \autocite{github:002}
+
\subsection{Conclusion}
\section{Third-party Tools}
@@ -266,6 +290,7 @@ Not considered further:
\subsection{Conclusion}
\section{Gameobjects/components}
+\label{sec:Gameobjects/components}
\subsection{Introduction}
@@ -282,16 +307,7 @@ A gameObject is the most important concept in Unity. Every object in a game is a
GameObject, from characters and collectible items to the lights, cameras and special
effects. However, a gameObject itself can't do anything on its own. A gameObject
needs to be given properties before it can become a character, an envirnment, or a
-special effect.
-% TODO: cite https://docs.unity3d.com/Manual/GameObjects.html
-
-\subsection{Conclusion}
-
-\section{AI}
-
-\subsection{Introduction}
-
-\subsection{Findings}
+special effect. \autocite{man:unityGameobjects}
A gameObject can be seen as a container for components. Components are the properties
of the gameObject. A few examples of components are sprites, animators, audioSources,
@@ -306,14 +322,20 @@ gameObject.
Each gameObject always has one transform class. The transform class describes the
position, rotation, and scale within the scene. Some component use this information
to e.g. scale a sprite. Other components eddit this information to e.g.~model
-gravity.
-% TODO: cite https://docs.unity3d.com/Manual/class-Transform.html
+gravity. \autocite{man:unityTransformClass}
A gameObject can have one (or multiple) children gameObject(s). All children
gameObjects, of course, also have one transform class. However, the position,
rotation, and scale of this class, is always the same as the child's parent. A child
-can not have more than one parent.
-% TODO: cite https://docs.unity3d.com/Manual/class-Transform.html
+can not have more than one parent. \autocite{man:unityTransformClass}
+
+\subsection{Conclusion}
+
+\section{AI}
+
+\subsection{Introduction}
+
+\subsection{Findings}
\subsection{Conclusion}
diff --git a/sources.bib b/sources.bib
index 50f5ead..d6b960b 100644
--- a/sources.bib
+++ b/sources.bib
@@ -47,4 +47,32 @@
date = {2024-09-10},
}
+@misc{github:001,
+ author = {Sangjun Lee},
+ title = {Awesome Entity Component System},
+ url = {https://github.com/jslee02/awesome-entity-component-system?tab=readme-ov-file},
+ date = {2023}
+}
+
+@misc{github:002,
+ author = {Sander Mertens},
+ title = {ECS FAQ},
+ url = {https://github.com/SanderMertens/ecs-faq?tab=readme-ov-file#should-i-write-my-own-ecs},
+ date = {2023}
+}
+@manual{man:unityGameobjects,
+ title = {GameObject},
+ author = {Unity Technologies},
+ organization = {Unity},
+ url = {https://docs.unity3d.com/Manual/GameObjects.html},
+ date = {2024}
+}
+
+@manual{man:unityTransformClass,
+ title = {Transform Class},
+ author = {Unity Technologies},
+ organization = {Unity},
+ url = {https://docs.unity3d.com/Manual/class-Transform.html},
+ date = {2024}
+}