Comments (7)
Yeah, thanks a LOT, apparently needed someone to just confirm that my ideas are not out of this planet! ;)
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Another possibility, yeah. I think your question was answered. 🙂
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You're welcome. The discord server is another good place for that in case. 👍
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Do you plan to run all systems on all chunks no matter what or, for example, you want to run full power on central and surrounding chunks while you run less systems as you get far from the player position?
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Yeah so second option, chunk with player and surrounding chunks - most probably all the calculations like physics, ai, rendering etc. Other chunks - most probably no operations at all, or almost no operations. Thanks for such quick response!
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You can also have a local registry and a global one for things like the player, an inventory and so on.
There isn't the right answer, just a bunch of approaches that work fine. Your use case should guide you then. 🙂
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Yeah, good point. I could create one global scene registry, for handling stuff like player, craft, inventory, this registry would also probably keep references to chunks being part of a particular scene. So in systems i would most probably do smth like:
for (auto chunk : globalRegistry.view<Chunk>())
if (chunk.loaded) chunk.registry.get<Tile/Decoration/Item>().doStuff();
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Related Issues (20)
- Acecss components of an entity, without giving full registry access HOT 14
- bazel version and compatibility number out of sync HOT 5
- storage<entt::entity>("id"_hs) should be asserted against HOT 2
- Get a view of components with a certain trait HOT 2
- Groups not functioning without sigh_mixin HOT 1
- Reliability across a network?
- Can't emplace component derived from std::vector HOT 4
- Iterating over all entities HOT 2
- Documentation references the deprecated registry-based `entt::to_entity` API HOT 2
- Is basic_collector::update supposed to support a list of component types? HOT 2
- entt.wiki has filenames with : in them, which probably causes problems with Git on Windows HOT 4
- ENTT WIKI: The Game Engine Series's Big Brother HOT 1
- registry.valid() causing an exception instead of returning false HOT 5
- Include assertion message in underlying `assert` call HOT 2
- Proposal: Automatic signal registration for components HOT 2
- meta: data function fails if setter is noexcept HOT 4
- Possible wrong order of on_destroy calls HOT 3
- Feature request: Make 'entt::null' available in <entt/entity/fwd.hpp> HOT 1
- Proposal: `meta_any::try_cast` to one of a closed set of types HOT 2
- Destroy storage of type T HOT 1
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