FNGgames
FNGgames
i think this could be done really efficiently in entitas. Mock something simple up, maybe even without the view layer, see how it runs for you
My favored option is services as Interfaces existing as generated fields in the `Contexts` class. **1:** Define your service interface e.g. ```csharp [Service] // optional argument for service name? public...
Not sure if i understand these cons Simon, can we discuss further? I think my architecture is slightly different to yours, or I'm following different mental rules. I don't have...
The way i think of services is like a portal to the exterior world - my game code is a walled garden - it should never be concerned with what's...
Yeah, i'm probably wrong about the terminology - this is what I call "services" but I'm sure that it's not formally correct to call them that. @sschmid closest example for...
If you actually wanted contexts dependencies in your service though - why not just have an IService interface with an Initialize(Contexts c) method? then we pass it during construction and...
@StormRene sure, i wasn't expecting my configuration solution to be the best option, but I can prototype with it really really quickly - I will probably end up moving it...
Replace and Add are not distinguished in the collectors: `e.AddThing(x,y,z)` and `e.ReplaceThing(x,y,z)` will both show up in the reactive system with trigger `Matcher.Thing.Added()`.
Can you be specific about what you are trying to do? I think i might have misunderstood you. Reactive systems *will* trigger on component update, just like when component is...
So if i understand you, you're looking to find away to replace that last execute system with a nice reactive one that doesn't need to check every frame? At first...