Comments (1)
The solution to this is to do the following with the current API:
- serialize current storage
- remove the unwanted components from the entities that contain them
- currently you can't really modify entities you are iterating (planned)
- the app must have this information with the current API which is bad
- serialize storage with the removed components
This feature might be worth implementing in the future if this is deemed to heavy for some usecases, but as is, it is not worth the complexity.
from ecez.
Related Issues (20)
- getComponents
- Individual component allocators
- Clean up repetitive switch cases in meta.zig
- support multiple storages per scheduler
- Using functions directly in a scheduler trigger a zig compiler TODO
- createEntity with tuple trigger issue in zig compiler
- Entity Prototype
- remove comptime var workaround
- storage edit queue to queue edits during dispatch HOT 1
- zig-gamedev deps should be fetched through zon HOT 1
- only allow pointers as shared state (heap only) HOT 1
- EventArgument error: reified structs must have no decls HOT 1
- Replace zjobs with std.Thread.Pool HOT 1
- Allow multiple EventArguments for a single Event
- possible deadlock HOT 2
- RC: Deadlock if workload is picked up out of order by thread pool HOT 1
- Rework pool to require jobs that has dependencies in flight
- cloneEntity()
- Exclude should be on system level, not on dispatch
- ezby: migrate some serialized stream from storage a to storage b
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from ecez.