Open alice-i-cecile opened 3 years ago
Solution 3 could be implemented with / improved by the use of index (see #1587, #1205).
Its worth pointing out that (4) is similar to the "entity relationships" that flecs has, which is similar to Tags, as defined here #1527
What I've been doing in my widgets prototype is to store the entity id of the "widget root" inside the other entities of the widget, and also the reverse when needed (saving the entity id of a "widget child" in the root to make it accessible to all). It feels a little bloated but it works well.
From @davier: Solution 3 can be naturally implemented using scenes, with the scene instance ID serving as the WidgetId
.
Hi, just commenting to say that having groups of Entity
would allow me to more easily the switch between "outside" and "inside" since currently I have to iterate over all "outside" Entity
and set their visibility to false
(and the other way around when I go outside). So this feature would be really great!
bevy
is great, thanks a lot for your work on it!
What problem does this solve or what need does it fill?
In non-trivial games, entities commonly need to be bundled together to share common behavior, despite being mostly heterogenous. As a few concrete examples:
Possible Solutions
Solutions 1 is clearly a poor fit. Solution 2 comes with performance costs (hundreds of tiny, fragmented vecs, recomputation) and hurts conceptual clarity. Solution 3 is probably fine, but can result in broad queries and doesn't leverage the ECS super well (e.g. for data fragmentation).
Regardless of the solution that we reach consensus on as best-practice, we should make sure it's properly supported and has good examples. These patterns are surprisingly tricky, and I've seen various complaints about how hard these designs are to implement in ECS.
Additional context
This challenge / pattern was brought up in the context of widgets, prompting this issue.
The pattern selected here should be used when designing our UI framework: see #254.