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PRI 2Priority 2; ImportantPriority 2; ImportantenhancementNew feature or requestNew feature or requesttriageThis issue needs triageThis issue needs triage
Description
Right now the engine component model is somewhat monolithic and does not provide a clear path for users to go about making a new system.
I think the best way to go about solving this problem is to actually introduce the concept of System's into our data model. The engine will manage the lifetime of these systems for you, giving you a couple options to choose from when creating one.
Definitions
- A
WorldSystem- A world system will share the lifetime of it's owning world, being started and destroyed when the world does. By sharing the lifetime of a world this makes it easy to write gameplay systems, silar to Unreal'sUWorldSubsystemand Unity's "Press Play" ideology. - A
PersistentSystem- A system that will share the lifetime of the engine as a whole. It will be started when the engine is launched, and shutdown when the application closes. This is what the engine itself can use to do things like rendering, input, and other systems that need to be about during the entire lifetime. EditorSystem- A system that shares the lifetime of the editor, which will make it simple to have some debug systems that you can create tools in and exclude from development builds.
Code Structure
class System
|
|-- World System
|-- -- Any user defined gameplay subsystems
|-- -- Lua Scripting system
|-- -- Game type Definitions
|-- PersistentSystem
|-- -- Rendering systems
|-- -- Input systems
|-- -- File IO systems
|-- EditorSystem
|-- -- Editor systems like ImGUI options or other tools
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PRI 2Priority 2; ImportantPriority 2; ImportantenhancementNew feature or requestNew feature or requesttriageThis issue needs triageThis issue needs triage