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Contents:

  • Getting Started
  • Scene
  • Resources
  • System
  • Input
  • Components
  • Physics
  • Math
  • Time
  • Render
  • Sound
  • Local storage
  • Generic storage
  • Coroutines
  • Free camera
  • Arcball camera
  • Tweener
  • Daslang’s documentation
    • Daslang 0.6 Reference Manual
    • Daslang Standard Library 0.6
      • 1. Introduction
      • 2. Core
      • 3. Strings
      • 4. I/O and Serialization
      • 5. Data Structures
      • 6. Algorithms and Functional
      • 7. Data Formats
      • 8. Entity Component System
        • 8.1. DECS, Daslang entity component system
        • 8.2. Boost package for DECS
        • 8.3. DECS debug state reporting
      • 9. Concurrency
      • 10. AST and Macros
      • 11. Annotations and Contracts
      • 12. Classes and Interfaces
      • 13. Testing and Debugging
      • 14. Code Quality and Refactoring
  • Indices and tables
EdenSpark
  • Daslang’s documentation
  • Daslang Standard Library 0.6
  • 8. Entity Component System
  • View page source

8. Entity Component System

The decs (daslang Entity Component System) framework for data-oriented game architecture.

  • 8.1. DECS, Daslang entity component system
    • 8.1.1. Type aliases
    • 8.1.2. Constants
    • 8.1.3. Structures
    • 8.1.4. Comparison and access
    • 8.1.5. Access (get/set/clone)
      • 8.1.5.1. clone
      • 8.1.5.2. get
      • 8.1.5.3. has
      • 8.1.5.4. set
    • 8.1.6. Entity status
    • 8.1.7. Debug and serialization
    • 8.1.8. Stages
    • 8.1.9. Deferred actions
    • 8.1.10. GC and reset
    • 8.1.11. Iteration
      • 8.1.11.1. for_each_archetype
      • 8.1.11.2. get_ro
    • 8.1.12. Request
  • 8.2. Boost package for DECS
    • 8.2.1. Function annotations
    • 8.2.2. Call macros
    • 8.2.3. Structure macros
  • 8.3. DECS debug state reporting
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