FNGgames
FNGgames
@sschmid good point RE: the events - there's still something talking to the views, but it's all hidden away. No problem on the article, tbh i probably wrote it all...
This sounds really cool. How will you handle array resizing when entity count changes?
@zhuchun the services are all interfaces though so you can mock them up very easily (e.g. TestViewService : IViewService).
Seems strange to be controlling one individual system from a monobehaviour like that - have you looked at the [GameController.cs](https://github.com/sschmid/Match-One/blob/master/Assets/Features/Game/GameController.cs) in match-one? Look at [GameSystems](https://github.com/sschmid/Match-One/blob/master/Assets/Features/Game/GameSystems.cs) too.
@beck-daniel Try to be a little less hostile. OP was polite and accepted Simon's response without pushing back on it. There's no need to attack them.
Aaron, I've run your test project. I see what you're reporting but I believe this is perfectly normal, fine and reasonable behaviour. To make it clear what was happening, I...
I was thinking about a code gen oriented solution to kits recently.
I'm not super advanced in my thinking here, but as Jesse said, the code gen are pretty much walled off from your specific implementation. The idea would be to add...
I use mutliple scenes with a single core scene as you describe. No problems with this and entitas. I do all my scene management in ECS, storing the state as...
The entities are stored in a nice contiguous array so if the data on them are small they are very efficient to loop through. They are also pooled so there's...