Archetypal ECS implementation#55
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itsBuggingMe wants to merge 8 commits intoEndlessEscapade:devfrom
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255 component limit is a non-issue. In a terraria context, there will more than likely never be a need for more than maybe ~20 components per entity. As for the naming interference, id suggest a global using for either terrarias entity class or our own. global using Terraria_Entity = Terraria.Entity;
global using EE_Entity = EndlessEscapade.Core.ECS.Entity; |
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Another question I have. Some of the APIs aren't really meant to be messed with by the user; e.g. |
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Looking good apart from minor issues that are mostly syntax/formatting, but obviously easy fixes. |
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I'm opening this draft PR for feedback.
Changes
Fixed sparse set implementation, added some collections, and implemented the ECS.
Entity creation, component
Add<T>/Remove<T>,Has<T>,Get<T>,TryGet<T>, queryingThe current state is pretty agnostic and the
SystemAPI is unfinished, as I am not sure what kind of API is desired.Also, would like suggestions on API naming. Currently its whatever popped into my head at the moment.
Notes:
ThrowHelperEntityname interferes with terraria's entityAPI sample