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A lightweight and easy to use entity component system with an effective feature set for making games.

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Using the EntityBuilder we should be able to optimize Entity Creation, by caching the components that need to be added and then add the entity to the right table once...

there was a functional approach to query building in the Chickensoft Discord. Maybe we can leverage this and can develop a more elegant solution for flexible queries as upposed to...

currently every systems allocates a bit of memory every run. Ideally, there should be no allocations at all.

Entities have a "generation" associated with them but it is always set to 1 since nothing passes a generation in to the constructor. https://github.com/Byteron/RelEcs/blob/a9051ae5750bcd883af9ae89de404f7058076e98/src/Identity.cs#L27-L32 Inside Despawn() we queue up the...