Timeline for Handling input in a custom ECS engine
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 6, 2019 at 0:00 | history | tweeted | twitter.com/StackGameDev/status/1136422621963313152 | ||
| May 23, 2019 at 11:33 | vote | accept | Sergio Dorado | ||
| May 23, 2019 at 1:56 | history | edited | Vaillancourt♦ |
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| May 23, 2019 at 1:56 | answer | added | Vaillancourt♦ | timeline score: 5 | |
| May 22, 2019 at 20:54 | comment | added | Sergio Dorado | Well, I've been thinking about it, but I'm not completely sure how to do it. Should I create a CameraSystem, which has functions to move around, get the view matrix, zoom in, etc, and then each tick check for Input retrieving the entity that has that component? I don't know if that would be a good solution. | |
| May 22, 2019 at 19:56 | comment | added | Vaillancourt♦ | Is there an issue with not handling the camera with your ECS? | |
| May 22, 2019 at 19:10 | review | First posts | |||
| May 26, 2019 at 14:21 | |||||
| May 22, 2019 at 19:09 | history | asked | Sergio Dorado | CC BY-SA 4.0 |