@perkele1989 @simplex_fx@SebAaltonen Thanks for taking the time to explain! If you abstract it even more don't you come too close to the Unity/UE approach? I guess finding the correct abstraction comes with experience 😁
@perkele1989 @simplex_fx@SebAaltonen "The player should be able to shoot ten bullets a second"
"The player should be able to become invisible"
The programmer then just implements that. Meaning you skip the whole "Unity UI" part where you configure data and components?
@perkele1989 @simplex_fx@SebAaltonen Right, I understand! I've never worked on an inhouse engine so forgive my stupid questions 😅
So in that scenario you don't have, for example, something like the Unity engine UI where you can just add components willy-nilly? It's more like a designer says...
@perkele1989 @simplex_fx@SebAaltonen That way I could adjust the data structures for each system as needed if I only use the generational arenas for lifetime
@perkele1989 @simplex_fx@SebAaltonen Right. But how do you solve the issue I'm describing? Do you just not offer that dynamic functionality for adding anything to an entity or is the "poor man's ECS" good enough for handling lifetimes and which components (or whatever you call them) belongs to which entity?
@SebAaltonen@simplex_fx @perkele1989 I can connect my "entity" to the arenas by id/index, right? But wouldn't that just be a kind of ECS implementation but without all the reordering and shuffling of data that typically makes the whole implementation more complex?
@SebAaltonen@simplex_fx @perkele1989 What I like is being able to dynamically, in a graphical UI or with data files, add behaviour and data dynamically to "entities". This is easily done with the two above approaches. How would I do that with, for example, generational arenas?