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Kl'Dck Hul HissingToaster
I couldn't sleep. So I wrote an Entity Component System.
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SıмΞоп SimeonW
Hey I did too cause I couldnt sleep either Mines a magnet in space simulation :]
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Kl'Dck Hul HissingToaster
Just to note: The Components can all update without a context switch, because they are all managed by parent modules. Most scenarios run at 1:1 speed compared to ordinary SmileBasic! This is possible by templating out the same pattern you see in plain SmileBasic where coders use arrays and Entity IDs.
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BBB agaaron
Very nice work in encapsulating a common game design pattern. This is an interesting use of your components. They are modules themselves, yes? "DO PROTO" is a new one to me, but seems very useful here.
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