Timeline for How does an ECS work for a world subdivided into chunks (example)?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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| Feb 12, 2018 at 21:55 | comment | added | Kal_Torak | As DMGregory noted, there is no "correct" or "normal" way to implement ECS, which makes it highly dependent on how you, fubal have implemented it. For example, my ECS Components do not even have a Type. They simply have properties. My Chunk System then checks if the Entity has 'ChunkId' AND 'X' AND 'Y' AND 'Width' AND 'Height', then concludes this entity is treated as having a Chunk Component. | |
| Feb 12, 2018 at 21:50 | comment | added | fubal | Thanks a lot, this is indeed very helpful in general. But my question was actually about how this kind of behaviour normally is implemented into an Entity-Component-System. Especially which kind of Components and Systems would be handling stuff like this. Would I have an IsArea Component on my areas and a System that requires isArea and just runs the above code? | |
| Feb 12, 2018 at 21:41 | history | edited | Kal_Torak | CC BY-SA 3.0 | edited body |
| Feb 12, 2018 at 21:34 | history | edited | Kal_Torak | CC BY-SA 3.0 | deleted 12 characters in body |
| Feb 12, 2018 at 21:26 | history | edited | Kal_Torak | CC BY-SA 3.0 | deleted 2 characters in body |
| Feb 12, 2018 at 21:23 | review | First posts | |||
| Feb 14, 2018 at 19:23 | |||||
| Feb 12, 2018 at 21:20 | history | answered | Kal_Torak | CC BY-SA 3.0 |