Post by Admin on Jul 16, 2016 4:09:08 GMT
Simon Schmid @sschmid Jul 28 2015 06:04
Watch the talk about Entitas „Entity system architecture with Unity“ from UniteEurope 2015 buff.ly/1KtKlm6
Arvid Backman backman Jul 28 2015 06:38
@sschmid Just watched it. Create talk!
Great talk*
Andreas Wilcox @svdvorak Jul 28 2015 08:39
Also just watched the talk, I'd read a bit about ECS before but that presentation blew me away. Seems a good fit for the current prototype I'm rewriting into a larger game, looking forward to trying it out!
dweawyn @dweawyn Jul 28 2015 19:37
Hi @sschmid. I’ve been playing with Entitas for the last couple of days and it’s amazing In the talk, you mention that your designers use prefabs and the Unity editor. Could you elaborate on how you achieve that? I wrapped the IComponent and Entity in Monobehaviours in order to attach them to the editor. That worked. But since components are “immutable” (replaced when we update them), the IComponent reference in my wrapper is invalid as soon as the component is replaced. Therefore, I can only initialize entities from the editor and then look at the PoolObserver to follow once the game is started. Do you have a better approach to recommend? Thanks again for releasing this !
Watch the talk about Entitas „Entity system architecture with Unity“ from UniteEurope 2015 buff.ly/1KtKlm6
Arvid Backman backman Jul 28 2015 06:38
@sschmid Just watched it. Create talk!
Great talk*
Andreas Wilcox @svdvorak Jul 28 2015 08:39
Also just watched the talk, I'd read a bit about ECS before but that presentation blew me away. Seems a good fit for the current prototype I'm rewriting into a larger game, looking forward to trying it out!
dweawyn @dweawyn Jul 28 2015 19:37
Hi @sschmid. I’ve been playing with Entitas for the last couple of days and it’s amazing In the talk, you mention that your designers use prefabs and the Unity editor. Could you elaborate on how you achieve that? I wrapped the IComponent and Entity in Monobehaviours in order to attach them to the editor. That worked. But since components are “immutable” (replaced when we update them), the IComponent reference in my wrapper is invalid as soon as the component is replaced. Therefore, I can only initialize entities from the editor and then look at the PoolObserver to follow once the game is started. Do you have a better approach to recommend? Thanks again for releasing this !