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Before you can add a component to an entity, you currently need to register the component system with the app.
```javascript
opts.componentSystems = [RenderComponentSystem]
const app = new AppBas…
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Description:
The Entity Component System (ECS) design pattern is a robust architectural pattern used in game development and other performance-critical applications. This pattern provides a flexible a…
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I saw ecs in the roadmap for v5, and it says to consult the issue tracker to vote for issues, but don't see any ticket listed. Does one already exist for the ECS task?
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ECS and Rust seems to get along well:
https://youtu.be/aKLntZcp27M
Why not implement it in our game?
I tested with 100 pipes and measured performance in ecs-specs-structure-slice
![image](http…
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Investigate leveling up the current trait system to ECS.
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Merging #15320 leaves behind a couple of gaps that can be easily filled in a follow-up PR(s).
### Implement `WorldQuery` for `RenderEntity` and `MainEntity`
When querying `&RenderEntity` current…
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objects that can have specialized lua code running on them based on freely addable components
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### 🔖 Feature description
I'm cross posting feature opened in backstage/community-plugins - https://github.com/backstage/community-plugins/issues/568
Implementing this feature requires changes on `c…
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## What problem does this solve or what need does it fill?
There are many cases where you may want to hide the mouse cursor. Previously, this could be done by `window.cursor.visible = false`. Howev…
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This took a long time but I'm happy with the result. I added some components and systems to test if it works and I managed to get a moving tank.
I created a Readme which contains the change log and s…
ghost updated
8 years ago