> Looks similar to Teal. That's because they share a common origin from Typed Lua and Titan languages: https://teal-language.org/book/other_projects.html
Yes, I made this comment because sometimes I see some devs calling Unity an ECS (although it has an ECS option, but that's not the default mode most unity games uses). Just to say that ECS is not the only composition…
His "Sensible ECS" is basically what I did on my (simple 2D) game, just simple structs with components, and functions that operates on these components. That works well, although it does not features parallelism, but…
One major difference too is that Stride uses a Entity-component model while Godot uses a Node system.
Is 0-based like C, but on libraries that reimplements the Lua libraries, it's 1-based as Lua, because the language aims Lua compatibility. Due to this, the string and "sequence" libraries (which works as a Lua-like…
> Looks similar to Teal. That's because they share a common origin from Typed Lua and Titan languages: https://teal-language.org/book/other_projects.html
Yes, I made this comment because sometimes I see some devs calling Unity an ECS (although it has an ECS option, but that's not the default mode most unity games uses). Just to say that ECS is not the only composition…
His "Sensible ECS" is basically what I did on my (simple 2D) game, just simple structs with components, and functions that operates on these components. That works well, although it does not features parallelism, but…
One major difference too is that Stride uses a Entity-component model while Godot uses a Node system.
Is 0-based like C, but on libraries that reimplements the Lua libraries, it's 1-based as Lua, because the language aims Lua compatibility. Due to this, the string and "sequence" libraries (which works as a Lua-like…