RadixEngine
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Player Movement Tasks vs. Player System
@GlPortal/technical-officers-engine I don't see a benefit in Player tasks. To me they look like they work around our ECS architecture.
In my understanding of our architecture the thing that takes user input and acts accordingly on the player should be a system or a bunch of plain old C++ classes used by a system.
Hope you guys can comment on what you think.
I used it for triggers. It can be refactored into another system, as long as the triggers work as expected.
@Geertiebear I did not consider the other tasks just the task that handles movement. So really what I wrote should read "I don't see a benefit in Player Tasks for player movement".
I see, that makes sense. I designed the Player Tasks system to be an easy way for people to add little things they want a player to do. For example, "update this" or something like that. It's also very handy for triggers :)