We currently assume filesystem access when processing archetypes. This means we always expect imports and state references to be the proper method of entity-descriptor construction. In a theoretical scenario where we would want to embed all logic data of an entity in a single file, this would not be sufficient.
Take for example an entity description sent to a game client from a server. In this example, we would need to send multiple files from the server in order to construct a single entity factory and descriptor. This becomes wildly inefficient compared to a single (possibly space-optimized) JSON object or string stored in memory.
We currently assume filesystem access when processing archetypes. This means we always expect imports and state references to be the proper method of entity-descriptor construction. In a theoretical scenario where we would want to embed all logic data of an entity in a single file, this would not be sufficient.
Take for example an entity description sent to a game client from a server. In this example, we would need to send multiple files from the server in order to construct a single entity factory and descriptor. This becomes wildly inefficient compared to a single (possibly space-optimized) JSON object or string stored in memory.