Update 'README.md'
Changed docs description to a 'Getting Started'
This commit is contained in:
parent
e00558937a
commit
0bc67fe87b
107
README.md
107
README.md
@ -4,63 +4,66 @@
|
||||
### [View the Documentation](./docs/overview.md)
|
||||
|
||||
## *About Entity-Component-Systems*
|
||||
An Enity-Component-System comprises of four main parts
|
||||
1. The [entity](./docs/entity/Entity.md) which is essentially just a unique ID *i.e. an integer value*
|
||||
2. The [component](./docs/entity/Component.md) which is a `struct` (`class` in Java). Typically contains data, but can be empty (to be used as a flag for certain systems) or contain function definitions.
|
||||
3. The [system](./docs/system/System.md) which defines two main functions: `init()` and `update()`. Systems define a filter that is used to maintain a current and relevant list of entities that the system will act on.
|
||||
4. The [engine](./docs/Engine.md), which ties everything together. It exposes the functions that should be called, and methods for retrieving data correctly. The initialisation of everything required also takes place here
|
||||
|
||||
Traditional game-engine designs typically follow the standard functional or object-oriented design paradigms.
|
||||
This choice of paradigm is as important as it is in typical applications.
|
||||
## About the implementation
|
||||
The JavaECS project is a Maven project targeting Java SE 1.8.
|
||||
It is released under the MIT licence.
|
||||
It is intended to be compiled and packed into a `.jar` and referenced and imported into a project.
|
||||
The Maven build script will produce a `javadoc` `.jar` with the library.
|
||||
|
||||
A functional-paradigm game usually focuses on a 'this-then-that' model, e.g.:
|
||||
## Getting started with JavaECS
|
||||
Initialise the library like so:
|
||||
``` java
|
||||
Engine gameEngine = new Engine(/* desired number of entities */);
|
||||
```
|
||||
Next, the known components should be added.
|
||||
|
||||
***Simple Driving Game***
|
||||
|
||||
``` py
|
||||
turn = GetTurn()
|
||||
TurnCar(turn)
|
||||
if IsCollided(): # and other checks
|
||||
GameOver()
|
||||
else:
|
||||
DrawNextFrame()
|
||||
turn = GetTurn()
|
||||
Use the reflective component type:
|
||||
``` java
|
||||
gameEngine.registerComponent(ExampleComponent.class);
|
||||
```
|
||||
|
||||
Such a system works well for some game-designs; it is simplistic and follows a deterministic sequence of steps. But it lacks scalability and extensibility.
|
||||
|
||||
An Object-Oriented approach could be used instead:
|
||||
``` py
|
||||
# Create a base-class that is a vehicle, with basic properties:
|
||||
class Vehicle:
|
||||
position = [x,y]
|
||||
IsCrashed = False
|
||||
def CalcTurn():
|
||||
pass
|
||||
def IsCollided():
|
||||
pass
|
||||
|
||||
# Create the PlayerVehicle class which extends Vehicle to include the player input method
|
||||
class PlayerVehicle(Vehicle):
|
||||
def GetPlayerInput():
|
||||
pass
|
||||
|
||||
def GameLoop():
|
||||
vehicles[] = GetAllVehichles()
|
||||
allCollided = False
|
||||
while not allCollided:
|
||||
for v in vehicles:
|
||||
turnAmount
|
||||
if v is PlayerVehicle:
|
||||
turnAmount = v.GetPlayerInput()
|
||||
else:
|
||||
turnAmount = v.CalcTurn()
|
||||
v.TurnVehicle()
|
||||
if v.IsCollided():
|
||||
v.IsCrashed = True
|
||||
anyNotCollided = False
|
||||
for v in vehicles:
|
||||
if v.IsCrashed = False:
|
||||
anyNotCollided = True
|
||||
break
|
||||
Next, register the systems that are required.
|
||||
Each system must be constructed, and passed as a parameter to the Engine.
|
||||
- *If the system shall be invoked elsewhere, then you can petition the engine for the instance of the system.*
|
||||
``` java
|
||||
ExampleSystem exampleSystem = new ExampleSystem(gameEngine);
|
||||
gameEngine.registerSystem(ExampleSystem.class, exampleSystem);
|
||||
```
|
||||
|
||||
Which allows the instancing of objects. Each action also results in an objective state, which can be simply compared to determine the result.
|
||||
Next, create the entities that are needed as required.
|
||||
``` java
|
||||
Entity newEntity = gameEngine.createEntity();
|
||||
```
|
||||
|
||||
ECS are typically built on object-oriented ideas, but make specfic attempts to reduce overheads that come from object-oriented ideas.
|
||||
The primary reduction made in ECS is to eliminate or otherwise minimise inhertance cycles to reduce the amount of virtual calls required.
|
||||
Assign the components to the entity:
|
||||
``` java
|
||||
gameEngine.addComponent(newEntity, ExampleComponent.class, new ExampleComponent());
|
||||
```
|
||||
|
||||
Be sure to call `init()` on each system, before the logical loop of the program
|
||||
``` java
|
||||
exampleSystem.init();
|
||||
```
|
||||
|
||||
Finally, the engine is ready to enter the logical loop, e.g.:
|
||||
``` java
|
||||
while (true){
|
||||
exampleSystem.update();
|
||||
}
|
||||
```
|
||||
* note systems are *not* required to perform their `update()` in the normal logical loop.
|
||||
* the update can also be performed at a factored rate. E.g. physics can be performed at a different rate to the renderer, in order to improve physics accuracy
|
||||
* when using your own implmentation of a system, you may leave `init()` empty. Therefore, it isn't necessary to call `init()` before the game loop. **However**, It is recommended that you call `init()` to maintain consistency with all systems in the engine.
|
||||
* Entities, components, and systems can be created at any time in the program lifecycle.
|
||||
* Entities can be destroyed.
|
||||
* Components and systems cannot be destroyed.
|
||||
* Be aware that component registrations are contained via [BitSet](https://docs.oracle.com/javase/8/docs/api/java/util/BitSet.html). As the array is extended as bits are needed, note that the order of the set bits may impact performance with a large number of component types.
|
||||
|
||||
### Example:
|
||||
[App.java](/BrychanD/JavaECS-Examples/src/branch/master/demo1/src/main/java/nz/ac/massey/javaecs/examples/App.java#line=29-128)
|
||||
|
Loading…
x
Reference in New Issue
Block a user