Hello! I'm new to love2d and I did not yet find anything specific about component framework at least in terms of graphics (I don't quiet understand yet lovetoys but as I see - it's more for structuring application and components and not for "component.add_component; component.rotate(39) - which will also rotate children")
Am I doing redundant work or everyone writing libraries/frameworks for theirs projects?
Thanks for answers in advance!
Am I correct writing my own Component code for relative pos, rot, etc or doing unnecessary work?
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- jojomickymack
- Prole
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Re: Am I correct writing my own Component code for relative pos, rot, etc or doing unnecessary work?
I'm having trouble visualizing what you're trying to create. Generally speaking, you don't want to start a game by implementing an ECS before getting something on screen. Depending on what you're ultimately trying to do it might be best done without that design overhead. I personally add that in a refactoring step only after deciding that there are enough components to make it worth the trouble.
That being said, the best frameworks for that are really lightweight, I like this one.
https://love2d.org/wiki/tiny-ecs
if you check the docs here, you can see positional coordinates in an example.
http://bakpakin.github.io/tiny-ecs/doc/
That being said, the best frameworks for that are really lightweight, I like this one.
https://love2d.org/wiki/tiny-ecs
if you check the docs here, you can see positional coordinates in an example.
http://bakpakin.github.io/tiny-ecs/doc/
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