Timeline for best structure to handle entities in an entity component based game engine
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
May 5, 2013 at 19:07 | comment | added | Fizzik | Why do you need it to be a "third" dimension? You can store tiles, enemies, and items in their own optimal structures, then when it comes to rendering you simply render everything in whatever priority you choose so that for example: tiles are rendered first, then items, then enemies. | |
May 5, 2013 at 11:30 | vote | accept | Alexandre GUIDET | ||
May 5, 2013 at 6:18 | comment | added | Alexandre GUIDET | I bet your right, I am thinking about a layers system based on 3 dimension array. One layer for the tile, one for the ennemies, one for the items. Each positionComponent have then to maintain theire coordinates in the layer they belong to. Does it sounds good? | |
May 4, 2013 at 20:09 | comment | added | jmegaffin | +1. Tiles should not be shoehorned into an ECS. | |
May 4, 2013 at 19:08 | comment | added | Attackfarm | I can not only think of many, many reasons why separating tiles from entities would be beneficial, I can't think of a single reason why the OP would want to combine them. | |
May 4, 2013 at 18:47 | history | edited | Fizzik | CC BY-SA 3.0 |
added 358 characters in body
|
May 4, 2013 at 18:41 | history | edited | Fizzik | CC BY-SA 3.0 |
added 358 characters in body
|
May 4, 2013 at 18:33 | history | answered | Fizzik | CC BY-SA 3.0 |