DefaultEcs
DefaultEcs copied to clipboard
Entity Component System framework aiming for syntax and usage simplicity with maximum performance for game development.
Added a public accessor to the internal world id. This is needed by our project so our extension methods can operate in a non global way.
I currently have a very basic SHMUP game running, and as stated in the title, sometimes when spawning new entities, the components from the old ones are still around which...
Basically what i already described in #178 plus readme update.
Bumps [pygments](https://github.com/pygments/pygments) from 2.11.2 to 2.15.0. Release notes Sourced from pygments's releases. 2.15.0 Added lexers: Carbon (#2362, #2365, #2366, #2367, #2368, #2369, #2370) Dax (#2335, #2345) MediaWiki Wikitext (#2373, #827)...
Met the situation when recorder is holding commands for some entity and that entity is disposed before recorder is executed. If you execute recorder this way right after the entity...
The current `EntityRecord` type only exposes the methods that would make change to the entity. This results in a situation where I have to keep both the `Entity` instance and...
So we are using this framework for quite some time now, and there there a few things that worth pointing out i my opinion. 1) `useBufer` on systems being false...
For my project, I don't have anything to use the generic parameter of `ISystem`. Would it be possible for there to be a non generic version? For context, I am...
1. It seems it is completely separate from Child extension, does that mean that if I want to have tree-like structures with parent-child lifetime management AND processing in the order...
Hi, not sure if this a bug or I am missing something but component sharing does not work form me, I do: ``` var ep = w.CreateEntity(); ep.Set(); ep.Set(new Color(r,...