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Revisit how the EntityStorage object is accessed and handled in the engine. #83

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Dandielo opened this issue Nov 17, 2021 · 0 comments
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feature Request for a new feature or functionality tech-debt Technical debt that needs to be addressed, but can be tolerated for some time

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@Dandielo
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Dandielo commented Nov 17, 2021

Currently the game cretates ice::ecs::EntityStorage objects and assigns them to worlds during world creation.
This works as long each world has a different storage object, which is not what we are aiming for.

We want the ability to assign an entity storage to multiple worlds, and also the possibility to have multiple storage objects.

We should check if we can provide support for the following cases:

  • An entity is allowed to have in each storage object a different archetype assigned.
  • An entity is not allowed to have multiple archetypes assigned in the same storage.
  • Each storage needs to have its own ice::ecs::ArchetypeIndex object.
  • Each storage has an associated ice::ecs::EntityTracker object.
  • Each storage has an associated ice::ecs::EntityOperations object.
@Dandielo Dandielo added feature Request for a new feature or functionality tech-debt Technical debt that needs to be addressed, but can be tolerated for some time labels Nov 17, 2021
@Dandielo Dandielo added this to the IceShard - v0.1.0-beta milestone Nov 17, 2021
@Dandielo Dandielo removed this from the IceShard - v0.1.0-beta milestone Dec 25, 2021
@Dandielo Dandielo self-assigned this Jun 16, 2023
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feature Request for a new feature or functionality tech-debt Technical debt that needs to be addressed, but can be tolerated for some time
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