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jecsu's Issues

Runtime editor system

  • Cleanly decoupled from anything in game ui and system allowing to edit contents of JECSu in a generic, component agnostic manner.
    • drag and drop prefab into scene, setup hotkey
    • uses reflection to build ui and bind it to data
      something like this
      picture

Component removal/cleanup

There is no component removal mechanism yet.

Removal use case example :

  • Add component, view controller draws object
  • remove View component, view controller kills the GameObject that represents view.

Remove interpolator

Redundant component as it must be automatic part of the View gameObject script

Templating/blueprinting

Task:

  • Have a way to store entity composition and its data in a simple extremely readable and editable format.
  • Have a serializer/deserializer that constructs entity from template

Example:
The way how Dwarf Fortress stores game data/definitions is perfect example:


[OBJECT:CREATURE]

[CREATURE:WORM]
    [DESCRIPTION:A tiny burrowing creature, found in moist soil.  It is legless, long and thin.]
    [NAME:worm:worms:worm]
    [CASTE_NAME:worm:worms:worm]
    [CREATURE_TILE:'~'][COLOR:7:0:0]
    [PETVALUE:10]
    [VERMIN_SOIL][FREQUENCY:100][VERMIN_HATEABLE]
    [SMALL_REMAINS][VERMIN_NOTRAP][NOBONES]
    [NATURAL][PET]
    [NOT_BUTCHERABLE]

Preallocation

Give pools ability to preallocate arbitrary amount of components/entities ahead of time.

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