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**Describe the problem you are trying to solve.**
Pinning systems to threads is important to keep specific library calls on the main thread, prevent splitting of a module's systems across threads and…
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**Describe the bug**
Observers don't trigger for override components added from a prefab. Behaviour is as expected in v3.2.11.
**To Reproduce**
Edited `flecs/examples/cpp/prefabs/src/main.cpp`
`…
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Hi,
not sure if this a bug or I am missing something but component sharing does not work form me, I do:
```
var ep = w.CreateEntity();
ep.Set();
ep.Set(new Color(r, g, b));
```
at this poin…
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当我访问
http://docsforge.com/
出现
![image](https://user-images.githubusercontent.com/44514816/209773853-5e5de4d5-bf48-4e51-83c8-a8b2f98269a4.png)
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Currently there is lack of NoSQL support in *V*.
I think the [**sled**](https://github.com/spacejam/sled ) DB is easy to integrate (it's written in Rust and exports C interface), extremely fast and…
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Any plans to integrate this with MassCrowd?
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I have no idea how to approach this yet.
Lua ECS implementations for reference:
[entitas-lua](https://github.com/sniper00/entitas-lua)
[tiny-ecs](https://github.com/bakpakin/tiny-ecs)
[ecs-lua…
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## What problem does this solve or what need does it fill?
Just like with systems, sometimes observers are only relevant for a specific state. It would be much more convenient to be able to do this…
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马上要进入场景编程,ECS 需要进行更进一步的封装,来支持更通俗的大众开发。经过回顾,sugoi 内部有如下待讨论的问题:
- [x] #157
- 销毁 API 目前接受易失迭代器 **View**,这是类似 ```std::remove(iter);``` 的不安全行为;
也有很多需要封装的点:
- [ ] [ECS] 提供 `World` 这一抽象的**世界**概…
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@SanderMertens thank you for building the amazing flecs library. Your library is really impressive and a huge technical accomplishment. I have found the following issue:
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**Describe the bug**…
Naios updated
9 months ago