What are ECS design patterns in C++?
ECS stands for Entity-Component-System. It's a design pattern used in game development to manage complex behaviors.
Can you explain how entities, components, and systems work together?
Sure! Entities are general objects, components hold data, and systems contain the logic to process entities with specific components.
What are the advantages of using ECS over traditional OOP?
ECS promotes better performance and flexibility, allowing for easier management of game objects and their behaviors.
Can you give an example of an ECS implementation in C++?
Certainly! An example would be creating a 'Position' component and a 'Movement' system that updates the position based on velocity.
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