FNGgames

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Entitas doesn't use GameObjects to represent entities except for the "Visual Debugging" feature which you wouldn't be using on a server. Entitas is entirely a pure C# library and has...

Honestly here the performance is just coming from it being a really light framework with light data classes (components) that are smartly pooled. It allows you to design a data...

Thanks for the update Simon

> Btw, until there's a way to automatically generate this, you can also create custom events that are based on multiple components how?

I shared my interpretation in a wiki post: https://github.com/sschmid/Entitas-CSharp/wiki/How-I-build-games-with-Entitas-%28FNGGames%29

@YimingIsCOLD, @cruiserkernan I have kept hold of my ViewComponent for this reason. The IViewController interface acts as the base view, then I have things like IPhysicsController which have fields like...

Sure - any functionality you need from unity you can get this way. I tend to separate "ViewController" type things from "Service" type things along the lines of whether the...

I would also say, the whole "logic talking to view layer == bad" thing is probably overblown. It's a game, it's safe to say *that* it's being drawn, but less...

> Does your execute system runs on a fixed update to update the entity's position? yeah, i use the new non-alloc groups though so i dont notice the cost.

@cruiserkernan it's an enum tag i give to all entities - similar to unity's tag system, so i can find entities with tag or check a tag for something when...