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Jun 16, 2020 at 10:15 history edited CommunityBot
Commonmark migration
Dec 15, 2017 at 9:35 comment added pigasus I've taken this into consideration and have come up with some code that functions, but is a bit of a mess at the moment. I'll update my question with details of my solution once I've cleaned it up a bit.
Dec 13, 2017 at 16:24 history edited user1430 CC BY-SA 3.0
edited title
Dec 13, 2017 at 14:12 comment added DMGregory Despite some folks insisting on exceptionally strict definitions, your own Entity Component System can be as flexible as you need it to be. The goal isn't to make the most perfect ECS, but to let ECS ease the work of building your game. As soon as an ECS rule starts making it harder instead of easier, consider breaking that rule. There's no particular reason your "state machine system" can't delegate most of its work to state objects, while the rest of your ECS maintains a more strict logic/data divide, if you find that useful.
Dec 13, 2017 at 13:18 review First posts
Dec 13, 2017 at 17:26
Dec 13, 2017 at 13:15 history asked pigasus CC BY-SA 3.0