px-ecs's People
px-ecs's Issues
Expand AddComponentDialog if more component fields get added
components are only add-able once to an entity
at least if there flagged like it
Run simulation by default
Position Component
improve Gravity Component
Debug Systems
eg to render collision boxes
Make basic slide
with
- title
- content (max expand)
- sidebar placeholders?
make cards for components
always update
discuss idea: we always update what the user inputs, not just when confirmed
Play Button
- only one (no stop)
- toggle between play and pause
task 2 slide
create your own system + component
make preset for this
Input field updates even though it is focused
make line object for presentation
takes two widgets (interprets them as rectangles)
connects them
version 1: middle to middle
version 2: middle to middle with 90 degeree angles
task 1 slide
discover our tool
- add entity, rename, switch between
- add, delete components
- change components, let something movw
- toggle systems
preset for all this
Create your own components
Toggle Systems
on/off individually
Allow the user to change the order of the systems
- maybe drag and drop systems to new position
Implement Basic ECS
As an example we will build a Color System which influences the color of Morph Entities.
For this we need:
- Essay with Playground and Buttons
- Entities can be spawned
- Entities can be given components
- the system can step
- there are start and stop buttons for the stepping of the system
- the system can get all related entities and work on them
Slide basic ECS structure
-
entities have id and component
-
components are only data
-
systems can get all entities with their component type and work on them
-
show this in picture etc
Endpresentation / Essay
performance slide
add functionality to delete components
components of the entityHandle are accessed by component tag + "Component"
for example:
do not: entity position position
do: entity positionComponent position
rework Update System
maybe thread
or higher step time
Unity Spike
Do Tutorial
- 1
- 2
How does it work?
How is the UI?
remove observer
if focus, do not update
if not focus, update
Slides comparision with inheritance
- compare inheritance and ecs
- example (interactive?)
- maybe make inheritance edit ui
platform independent keys
Picture Component
one static picture
Research how existing ECS solve collision
Usually the involved objects get references to each other, how does this work with components.
add Input ComponentSystem
load system and component classes live
so my custom ones aren't "deleted" from the tool when I close it
This has to be compatible with presets!
end slide
maybe "questions?"
Custom components and system with prefix
e.g. ECSCustomSystem
mvg slide (make preset for it)
make a minimal viable game and turn it into a slide
make preset for it !!!
Add default values to newly created components
make entity names editable
maybe name component?
Collision Component
colliding objects cannot enter each other
pretty up this slide
Attribute Slide
make component plane scrollable
add names to entity(Handle)s
Add minimum size for ECSECSWidget
Add default pictures
- commit to one theme and make pictures
- add them to code
all 50 x 50 pixel (evrything is user facing)
- wizard
- dwarf
- dwarfwizard
- bush
- bruning bush
- stone block
- one enemy
- fireball
Update to new Pheno version
actually have cool text (ttf font!)
Sprite Component
animated pictures
sprite sheets?
Create your own systems
actual content on introduction slide
Inheritance slide
actually delete threads
instead if while true do while semaphore "game still running" true
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