Howdy Brian, nice talk. I’m really curious about how lifetimes are managed in this system. If a command “kills” a unit, but a number of downstream game systems may wish to react to the death, including animation, and potentially even second order effects, like perhaps another unit resurrecting a zombie version of the dead unit -- who actually controls when a world object dies, and how do you protect against “use-after-free” type errors, or in general make sense of what the lifetime of an object is?
@nangld2 ай бұрын
ECS is organized into phases, each working as a "black box."
@programmingisgoodАй бұрын
I guess you are referring the each system as a separate phase. I can see that. Each system is separate from each other and so each acts as a black box basically. With ECS, I was more referring to the fact that I store each "component" separate from each other in lists. But the games I tend to make don't have perf as a bottleneck so I'm not optimizing for perf and so I'm not really implementing "proper" ECS.
@muzbozАй бұрын
I'm here for the Twin Peaks talk. :D Twin Peaks is the life blood! Haha. But seriously, how can Twin Peaks somehow be imbued into Roguelikes, or Game Dev, or something?
@programmingisgoodАй бұрын
Oooo a detective roguelike with a dark mystery? I have no idea what that looks like but sounds fun to explore!