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Development of an Entity Component System Architecture for Realtime Simulation

  • The development of a game engine is considered a non-trivial problem. [3] The architecture of such simulation software must be able to manage large amounts of simulation objects in real-time while dealing with “crosscutting concerns” [3,p. 36] between subsystems. The use of object oriented paradigms to model simulation objects in class hierarchies has been reported as incompatible with constantly changing demands during game development [2, p. 9], resulting in anti-patterns and eventual, messy refactoring.[13] Alternative architectures using data oriented paradigms revolving around object composition and aggregation have been proposed as a result. [13, 9, 1, 11] This thesis describes the development of such an architecture with the explicit goals to be simple, inherently compatible with data oriented design, and to make reasoning about performance characteristics possible. Concepts are formally defined to help analyze the problem and evaluate results. A functional implementation of the architecture is presented together with use cases common to simulation software.

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Metadaten
Verfasserangaben:Trevor Hollmann
URN:urn:nbn:de:kola-19324
Gutachter:Stefan Müller, Kevin Keul
Dokumentart:Bachelorarbeit
Sprache:Englisch
Datum der Fertigstellung:16.09.2019
Datum der Veröffentlichung:16.09.2019
Veröffentlichende Institution:Universität Koblenz, Universitätsbibliothek
Titel verleihende Institution:Universität Koblenz, Fachbereich 4
Datum der Freischaltung:16.09.2019
Freies Schlagwort / Tag:ECSA; Entity Component System Architecture
Seitenzahl:49
Institute:Fachbereich 4 / Institut für Computervisualistik
Lizenz (Deutsch):License LogoEs gilt das deutsche Urheberrecht: § 53 UrhG