This bachelor thesis examines design implementation and differences between game entity systems, with a focus on a component-based structure. How each will affect the other will be discussed from both a technical and design point of view, including possible drawbacks or advantages regarding game design iteration and performance. Since the focus is on component-based entity systems, a clarification on traditional entity systems are required, thus this thesis focuses on entity systems that are traditional, property-based, container-based, and aggravated component-based. The design and implementation of each system was founded from different generations of programming paradigms which resulted in specific compositional structure based on each specific era of hardware configuration. This thesis analyses the progress of hardware alongside game entity system design to further understand its progression and evolution into today’s standards and implementation. Details on each system is provided from a design perspective for the traditional entity system and with an in-depth view for the component-based entity systems.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-227240 |
Date | January 2014 |
Creators | Wallentin, Olof |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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