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A riff on the Ember entity system
I had a conversation via skype with a developer interested in component systems who asked me how I would handle the case where an entity needed to have multiple instances...
Hi, first of all I was thinking about that problem for a few days and tried different approaches but none was really satisfying. Real life example. Im having systems that...
In a scenario where entity A and B share a component World: world = new World(); entityA.addComponent(world); entityB.addComponent(world); then you encode encodedA = encoder.encode(entityA); encodedB = encoder.encode(entityB); then you decode...
Requirement from @tomdavies via Twitter, prefabs defined as per http://unity3d.com/support/documentation/Manual/Prefabs.html
We reference collections of nodes in a system using System.onRegister { nodes = game.getNodes(NodeClass); } we should probably do the inverse in onRemove, or at least offer the functionality: System.onRemove...