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A non generic ISystem #175
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I realized It's crud, but it works. |
Hey, an other possibilities would be to pass your game/pizzle state to the systems instead of the elasped time like in the sample, after all it's just a |
I'd have found some built-in non-generic systems helpful too. I'm currently building a game that updates based on ticks using DefaultEcs. The visuals in the frontend will need a float for frame delta, but the rendering itself is going to be using different technologies, decoupled from the backend via messages, so the DefaultECS backend won't need to worry about real-time in any way. Because of this, the vast majority of systems will not need to know any information except about the components they're operating on. As you both point out, there's ways around it so this is not a major concern by any stretch of the imagination, but I thought it might be helpful if I added some more context on use-cases for the non-generic versions. Thanks for a great project! |
For my project, I don't have anything to use the generic parameter of
ISystem<T>
. Would it be possible for there to be a non generic version?For context, I am using
DefaultEcs
to simulate the result of a puzzle solution for a puzzle game that will run for a few minutes at most. It will run in in fixed time so there is no need for the generic parameter to be a time delta value like in many of the examples. The only external influence is the tick update and the initial seeding of the player's solution at the start.The text was updated successfully, but these errors were encountered: