Arch
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A high-performance C# based Archetype & Chunks Entity Component System (ECS) with optional multithreading.
looks like Arch can't work in Blazor webassembly 
# Background Sometimes it makes sense to attach additional data to a chunk. Whether it is flags, entire components or additional arrays to naturally expand the possibilities. Chunk components would...
Thank you for implementing the serialization! I recently had a chance to try it out and found an issue when using multiple worlds. The TLDR is basically this: **If you...
Entity.Set performs no checks if components exists at all to be able to set it, even in debug mode.
Calling Entity.Set to set a component that doesn't exist on a said entity, causes directly memory corruption. A suggestion would be to make it safe, but add a non safe...
# Background Would be pretty neat if we could clone entities and its components based on a template which defines its values. Basically a way to create entities with set...
The current `CommandBuffer` works for classes and structs of all kinds. However an additional unmanaged version for only unmanaged structs could potentially be faster and use less memory. From experience,...
I installed Arch using [Nuget for Unity](https://github.com/GlitchEnzo/NuGetForUnity), but I cannot use the event functionality because it is via a dll. Those codes are wrapped in `#if EVENTS`, but since the...
I think that there is a better approach to optionally handle events than conditional compilation. .NET does some smart optimizations based on generics and struct generic argument, for example: ```csharp...
The newly introduced `Relationships`-Feature can be provided outside the core e.g. in `Arch.Extended`. The same goes with the `CommandBuffer` and the new `Buffers` in total. This would keep the core...