zllangct
zllangct
新版筹备中: * 网络体系由传统点对点模式,转向service mesh,加强服务治理能力,包括流量控制、重定、熔断等,sidecar独立进程隔离服务注册发现等业务无关逻辑,开发者专注业务开发。 * 重构ECS:由ECS模式的数据驱动开发,升级到真ECS,完整实现ECS数据驱动,组合优于继承,无锁并行的能力,地址:[https://github.com/zllangct/ecs](https://github.com/zllangct/ecs) * 继承当前rockgo,一站式开发的特性,便于开发调试
r.Init(......) => r.Instance(r).SetMT2ID(Testid2mt).SetProtocol(&MessageProtocol.JsonProtocol{}) 新版本筹备中,老版本不再维护
性能测评数据希望完善一下,readme上面的测评数据,没啥参考意义
less symbol more readable
I don't recommend to iterate all entities, you can manage entities outside ecs like the session in fakegame.
You can create a restart system with system evnet "Restart", user input trigger restart action by emitting "Restart". the "restart system" will reset component data to initialization state.
``` type Position struct { ecs.Component[Position] x float64 y float64 routex [3]float64 } ``` Component's member "routex" should be value type, you can use array replace ths slice, ```routex []float64...
``` func (f *FakeSystem) Update(e ecs.Event) { f.elapse += e.Delta if f.elapse < time.Second * 5 { return } else { f.elapse = 0 } //TODO something you want to...
ecs.DestroyWorld is working now.