Post by Admin on Jul 16, 2016 4:41:37 GMT
Maxim Zaks @mzaks Dec 01 2015 01:02
We have the same solution for dynamic GameObjects. Meaning the ones that created at runtime.
GUI (HUD specifically) is pretty much static there for it is easy to define actions. Sometimes we have generic actions like close popup, or confirm, which depend on the current state.
So systems kind of pattern match on the given state to make the transformation we need.
NanoNull @nanonull Dec 01 2015 08:40
Guys, is this GameObject to Entity connector correct from ECS perspective?
cs629411.vk.me/v629411319/34514/lzMZwxa-ef0.jpg
What could be changed?
saurkadam @saurkadam Dec 01 2015 19:56
does array list follow heap or stack memory allocation
?
Simon Schmid @sschmid Dec 01 2015 20:02
new ArrayList() will be allocated in the heap
We have the same solution for dynamic GameObjects. Meaning the ones that created at runtime.
GUI (HUD specifically) is pretty much static there for it is easy to define actions. Sometimes we have generic actions like close popup, or confirm, which depend on the current state.
So systems kind of pattern match on the given state to make the transformation we need.
NanoNull @nanonull Dec 01 2015 08:40
Guys, is this GameObject to Entity connector correct from ECS perspective?
cs629411.vk.me/v629411319/34514/lzMZwxa-ef0.jpg
What could be changed?
saurkadam @saurkadam Dec 01 2015 19:56
does array list follow heap or stack memory allocation
?
Simon Schmid @sschmid Dec 01 2015 20:02
new ArrayList() will be allocated in the heap