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As of now, this engine barely works and there are many issues with it.
Eg.
the input system is wayy too complicated to use
The creating a new component using ECS system is too confusing with various features scattered around different classes
many more i forgot
A new branch will be created for rewriting the various parts engine.
The following parts of the engine will be rewritten (in order):
ECS
Windowing
InputSystem
ECS Plans
Components will now have these functions
Load() - Called when component is initially loaded and added to the component.
Start() - Called once when (or after if the component is instantiated during the game loop) the main game starts. All components required by the current components would also be available
Some components will need other components to work, to address this, we need to have:
GetComponent() function. This will throw an error if the component does not exists on the entity. Should not be called on Load()
[RequireComponent()] attribute. The engine will throw an error before starting the game if the entity does not have the component.
The text was updated successfully, but these errors were encountered:
As of now, this engine barely works and there are many issues with it.
Eg.
A new branch will be created for rewriting the various parts engine.
The following parts of the engine will be rewritten (in order):
ECS Plans
Components will now have these functions
Some components will need other components to work, to address this, we need to have:
The text was updated successfully, but these errors were encountered: