Timeline for Implementations for storing entities in an ECS system
Current License: CC BY-SA 4.0
10 events
when toggle format | what | by | license | comment | |
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Sep 22, 2018 at 21:54 | vote | accept | PerduGames | ||
Sep 18, 2018 at 21:24 | answer | added | clabe45 | timeline score: 1 | |
Sep 18, 2018 at 19:06 | answer | added | Sander Mertens | timeline score: 2 | |
Sep 17, 2018 at 19:57 | comment | added | clabe45 | Sorry I don't understand your question. | |
Sep 17, 2018 at 19:50 | comment | added | PerduGames | @clabe45 There are 3 different implementations, not 3 parts of the same implementation. I agree that this would get away from the ECS, only the first one would be ECS, but then what other ways do I have to do? | |
Sep 17, 2018 at 19:12 | comment | added | clabe45 |
Also, what does the redefined clouds constant do in windSystem ? I can't remember, but I think that will raise a duplicate declaration error, because you already have it defined in the global scope.
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Sep 17, 2018 at 19:10 | comment | added | clabe45 | One con is that this isn't a true ECS in that systems can't overlap. Suppose you have a system that processes entities with movement. That should process every entity with movement, not just clouds or monsters or players. You're missing the component part of the ECS. | |
Sep 17, 2018 at 19:05 | review | Close votes | |||
Oct 2, 2018 at 3:05 | |||||
Sep 17, 2018 at 18:48 | history | edited | PerduGames | CC BY-SA 4.0 |
added 166 characters in body
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Sep 17, 2018 at 18:34 | history | asked | PerduGames | CC BY-SA 4.0 |