laughsuggestion
laughsuggestion
@sschmid I'm definitely interested in the new smaller syntax and performance improvements. I have a few concerns: 1. I want to make sure I can still specify structs in C#...
>I have a suggestion for Atom. Wouldn't it be a good to have a message system as well for stuff like commands? Where we don't want to store commands/messages as...
>Also, Another suggestion. For unique components you could specify it as "unique" with param attribute. (Also, I assume that since component classes no longer exist, unique components would be as...
The health example is a trivial case but in reality components are generally more complicated that one integer. Even health is usually accompanied by a max value. You could separate...
>@laughsuggestion ... @T2RKUS your suggestion of having a queue will be backed by an array. This array will resize when it grows. In the case of Unity you don’t want...
> Ok... then use a struct. The point is that a "Component" is the data and before it was wrapped in a class implementing IComponent inside a class entity but...
I'll address these separately: > I think you're missing my point about the messages. If I wanted to have a "BuildNewBuildingMessage" I'd have to create a new entity, add that...
>What I mean by "not meaningful to the game/sim" I see the data attached to entities as the world/sim data which would be meaningful but I don't want messages/commands as...
> I'd also like to add that one of the biggest problems we have found with Entitas is the 'frame delay' issue. Sure I can order my systems to some...
> It's not supported right now. Which language do you wish it to support though? C