I remember visual studio having an option to force include a file, surely something like that would exist for other toolchains
Sure you can solve it by basically adding more objects to the world. That's not different from any other engine, but littering your scene graph with nodes because the alternative is inheriting from more things really…
It's indeed a common approach that they list their dependencies so you can build runtime DAGs for multithreading, but my main point is that within one system dependencies can be selected at will (I believe Unity allows…
What I think he's referring to is that you cannot compose new entities that consist of a different mixture of data. I cannot create a ProjectileWeapon that also plays audio, without changing the class to also inherit…
Whether or not to make your game have ECS has been debated for years, probably rightfully so to some extent. I ended up writing something like this myself for my own 2D game engine. To name something, it's greatly…
I would say it is 100% not Unity's fault. As someone else posted, there's a t-machine blog posted and that entire blog has been filled with ECS with that specific term for years. But aside from that it has been a…
I remember visual studio having an option to force include a file, surely something like that would exist for other toolchains
Sure you can solve it by basically adding more objects to the world. That's not different from any other engine, but littering your scene graph with nodes because the alternative is inheriting from more things really…
It's indeed a common approach that they list their dependencies so you can build runtime DAGs for multithreading, but my main point is that within one system dependencies can be selected at will (I believe Unity allows…
What I think he's referring to is that you cannot compose new entities that consist of a different mixture of data. I cannot create a ProjectileWeapon that also plays audio, without changing the class to also inherit…
Whether or not to make your game have ECS has been debated for years, probably rightfully so to some extent. I ended up writing something like this myself for my own 2D game engine. To name something, it's greatly…
I would say it is 100% not Unity's fault. As someone else posted, there's a t-machine blog posted and that entire blog has been filled with ECS with that specific term for years. But aside from that it has been a…