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I think that is actually the next big cool feature if I manage to find a solution. I was thinking about Entitas and modules / packs / Kits and how one could tackle this.
# The goal
Someone writes …
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I have two programs one is for testing the other is the main application. I run both in x64 the main program gets exceptions errors, the test program runs on release, but gives linker errors on debug …
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## Problem
Implementing systems with an `each` callback requires repeating the component types. For example:
```cpp
world.system()
.each([](FirstDescriptiveComponentName &a, const SecondDesc…
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**Introductory Information:**
SDL3 is the upcoming major release of [SDL](https://github.com/libsdl-org/SDL) that breaks the ABI for the first time in over 10 years, in favor of dramatically improv…
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Add examples on how to use the different parts of Concord. Some of these already exist in the README but could see some improvement with in depth explanations, for example, when to use them, or how th…
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**Describe the problem you are trying to solve.**
Currently entities with disabled components are prevented from being matched. It might be useful in some scenarios to iterate over entities with such…
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Currently, there are at least two worlds in any given bevy app, the 'normal' world and the render world. The render world is responsible for rendering a scene to the screen. To keep the two worlds in …
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Hi, great repo.
You can add my ECS Game Engine written in C, powered by flecs and bgfx .
Features shader and code hot-reloading, crash protection, forward & deferred shading, hot-reloading of …
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**Describe the problem you are trying to solve.**
USER STORY: As a developer trying to implement a snapshot save/restore system that is compatible with a REST API, I want to serialize a world snapsho…
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**Describe the problem you are trying to solve.**
Currently it's possible to disable components for regular entities. It might be useful to expand that functionality to define which components of the…