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by ncake
1639 days ago
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I'll try to explain what I mean. Suppose you want an in game character to change the displayed weapon in their inventory. Stateful way: your Inventory Manager component iterates through its private array of item entities to mark their model components as shown or hidden, then calls the dependency injected character's avatar component to update its animation state. Stateless way: you flip an integer in character's struct, and the rendering function does something different. |
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The latter is an anti-pattern, and you can do either with ECS.
With ECS nothing prevents you from just having the "physical" game state as the single source of truth, and having the render function for the player inventories look at it.