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Specs - Parallel ECS
Looking at the results in https://github.com/rust-gamedev/ecs_bench_suite, I'm surprised to see that Specs performs rather poorly in the fragmented_iter benchmark. IIUC, the Data-component uses VecStorage, and iterating over all Data-values should...
I'm halfway through the [Roguelike tutorial](https://bfnightly.bracketproductions.com/rustbook/) and I would like to move my render logic into a `System` and use a `Dispatcher` instead of manually running systems. In this case...
Hey sorry if this is the wrong place for this question but I was curious if I should use specs or legion to build a rougelike game? I was going...
First of all, I am pretty new to specs and I have been a bit confused by the value returned by ` World::create_entity` as it does not seem to serve...
I have a lot of `*_Animation` components and I want them all to be accessed by my Animator system is there a way I can group them together similar to...
Fixes: ``` warning: the method `dispatch` doesn't need a mutable reference --> src/main.rs:70:25 | 70 | dispatcher.dispatch(&mut world); | ^^^^^^^^^^ ``` ## Checklist * [ ] I've added tests for...
## Checklist * [ ] I've added tests for all code changes and additions (where applicable) * [ ] I've added a demonstration of the new feature to one or...
## Description When using ConvertSaveLoad to derive the serialize/deserialize behavior for a struct, if that structure contains a Vec (or other container) that implements Serde::Serialize the entities stored within cannot...
## Description Currently the method `retrieve_entity_internal` of the MarkerAllocator Trait moves the id of the identifier instead of taking it by reference. This is not a concern for small identifier...
## Description Hello. Im making a GUI prototype based on the ECS architecture using specs. i would like to modfiy the values of components from outside the world through widgets....