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Feb 25, 2014 at 16:07 vote accept K..
Feb 25, 2014 at 15:58 comment added user1430 This is true regardless, and isn't always bad. Position data is trivial in size, plus it can be useful for interesting effects to separate render and physics position. You can also implement a data-sharing system in your entity system if you really want, et cetera. There are a lot of ways to handle it.
Feb 25, 2014 at 15:46 comment added K.. the problem I see is, I will end up with, at least, one indirection. Like a component which hast the size and position of a entity and a renderobjet, which also has a size and position, so the system would have to copy those values on every iteration :\
Feb 24, 2014 at 16:35 history answered user1430 CC BY-SA 3.0