Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 943129
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
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

  • 0

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?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  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.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.