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π³ Recipe
This is the internal representation of a world within Entity Component System (or just ECS from now on). A world has the knowledge of all the entities and all the systems that exist within the game. This handles dispatching information and handling disposal of entities.
Think of this as "scenes" of your game.
This is what will actually make your world work. Each of these systems will filter a set of components, grab all the entities with those components, and do whatever they want with it.
Entities are nothing but a group of components. They might have parents and children π§βπ§βπ¦, but all that really does is just propagate information regarding their components.
These is where the real data is. They are immutable and small and hold the truth to the world.