Open ghost opened 2 years ago
I feel that it would help to separate things like the player and the character being controlled by the player. This has me thinking, should there be some terminology defined like this to help keep things organized?
Can you elaborate on this a little more? proper organization is important but I am a little confused on what you're proposing
I feel that it would help to separate things like the player and the character being controlled by the player. This has me thinking, should there be some terminology defined like this to help keep things organized?
Can you elaborate on this a little more? proper organization is important but I am a little confused on what you're proposing
I think he means something like Player being an object like a Client within some sort of class, separated from the "physical entity" itself which would be the Character, it should be done eventually in some way.
we could have a Scene data structure which contains the terrain and other 3D physical things that are going to be rendered and a different data structure for all the Players/Clients, and connect the character to the player through some pointer property.
I'm currently working on integrating the player and the editor into the the ECS. I'm also working on separating the editor functionality and the player controller
I feel that it would help to separate things like the player and the character being controlled by the player. This has me thinking, should there be some terminology defined like this to help keep things organized?