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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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Author:Trevor Hollmann
Referee:Stefan Müller, Kevin Keul
Document Type:Bachelor Thesis
Date of completion:2019/09/16
Date of publication:2019/09/16
Publishing institution:Universität Koblenz, Universitätsbibliothek
Granting institution:Universität Koblenz, Fachbereich 4
Release Date:2019/09/16
Tag:ECSA; Entity Component System Architecture
Number of pages:49
Institutes:Fachbereich 4 / Institut für Computervisualistik
Licence (German):License LogoEs gilt das deutsche Urheberrecht: § 53 UrhG