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Home/ Questions/Q 943129
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T22:23:13+00:00 2026-05-15T22:23:13+00:00

I’m trying to build a simple entity/component system in c++ base on the second

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I’m trying to build a simple entity/component system in c++ base on the second answer to this question : Best way to organize entities in a game?

Now, I would like to have a static std::map that returns (and even automatically create, if possible).

What I am thinking is something along the lines of:

PositionComponent *pos = systems[PositionComponent].instances[myEntityID];

What would be the best way to achieve that?

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  1. Editorial Team
    Editorial Team
    2026-05-15T22:23:14+00:00Added an answer on May 15, 2026 at 10:23 pm

    Maybe this?

    std::map< std::type_info*, Something > systems;
    

    Then you can do:

    Something sth = systems[ &typeid(PositionComponent) ];
    

    Just out of curiosity, I checked the assembler code of this C++ code

    #include <typeinfo>
    #include <cstdio>
    
    class Foo {
        virtual ~Foo() {}
    };
    
    int main() {
        printf("%p\n", &typeid(Foo));
    }
    

    to be sure that it is really a constant. Assembler (stripped) outputted by GCC (without any optimisations):

    .globl _main
    _main:
    LFB27:
            pushl   %ebp
    LCFI0:
            movl    %esp, %ebp
    LCFI1:
            pushl   %ebx
    LCFI2:
            subl    $20, %esp
    LCFI3:
            call    L3
    "L00000000001$pb":
    L3:
            popl    %ebx
            leal    L__ZTI3Foo$non_lazy_ptr-"L00000000001$pb"(%ebx), %eax
            movl    (%eax), %eax
            movl    %eax, 4(%esp)
            leal    LC0-"L00000000001$pb"(%ebx), %eax
            movl    %eax, (%esp)
            call    _printf
            movl    $0, %eax
            addl    $20, %esp
            popl    %ebx
            leave
            ret
    

    So it actually has to read the L__ZTI3Foo$non_lazy_ptr symbol (I wonder though that this is not constant — maybe with other compiler options or with other compilers, it is). So a constant may be slightly faster (if the compiler sees the constant at compile time) because you save a read.

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