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May 18, 2022 at 17:47 comment added Kylotan My answer is definitely out of date! Many frameworks do now exist. But I disagree with Adam that the variations don't matter - as a gamedev professional who's watched components gain in popularity I've seen the effects on development time and complexity of picking the wrong paradigm. There's a good reason Unity and Unreal converged on a similar approach, and why that approach differs significantly from the faster but more awkward methods often suggested by people who enjoy tinkering with frameworks over shipping games.
Apr 27, 2022 at 4:19 comment added jwd @Adam: I realize this is a very old thread, but to save others a click: the wiki you reference (presumably entity-systems.wikidot.com) says, in ES Approaches: "NB: there's no accepted 'right' way of doing this (yet); if something is included here, it's not necessarily recommended!"
Jul 25, 2014 at 21:25 comment added Adam @v.oddou someone posted a link to the wiki as answer already (see below). You want details? It is full of source code.
Jul 25, 2014 at 2:41 comment added v.oddou @Adam: I'd like a link on the details about the approach that won the darwin evolution match then. when I say details, I don't want to hear about inboard and outboard, I want to hear about hash maps, vectors, allocators, private, public, loops, const... LOW level details.
Jun 1, 2013 at 18:58 comment added Adam I appreciate this answer is old, but it's now wrong: there ARE popular frameworks, and there's very little debate left on the topic. When writing games, most of the questions above don't matter: either they have no effect on the design of the code, or one approach is fast and reusable where the others are not. In practice, there are a bunch of popular Frameworks - the wiki linked to in one of the other answers is a good starting point (a bunch of us maintain it to make it easier to find actual shipped games + frameworks)
Nov 22, 2010 at 19:29 vote accept Tesserex
Oct 29, 2010 at 15:22 history answered Kylotan CC BY-SA 2.5