|
|
|
|
|
by eigenbom
3361 days ago
|
|
Have you written about this in more detail Jon? I'd love to read about it. I'm not sure if there's an explicit definition somewhere, but i think an ECS could be as simple as an entity struct that contains an (optional) physics struct, that is then operated on by some physics module. |
|
e.g an "isOpen" member might make sense for a "door" entity, but it hardly makes sense for a "bullet" entity.
My understanding is that Quake2 "solves" this issue by making a big structure from the union of all specialized members (see: https://github.com/id-Software/Quake-2/blob/master/game/g_lo... ).
Although Quake2 certainly is industry-proven, it doesn't feel right for every specialized entity behaviour function to depend on members needed by other specialized entity behaviour functions.