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A "game" written from scratch in Rust
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storage.rs
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Commit message (
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Author
2024-08-18
perf(ecs): make Relation get method use entity archetype lookup
HampusM
2024-08-16
fix(ecs): prevent nested queries causing panic
HampusM
2024-08-14
fix(ecs): prevent duplicate archetype indices in lookup entries
HampusM
2024-08-13
fix(ecs): check if entity components contains component before add
HampusM
2024-08-12
feat(ecs): add action for removing components(s) from entity
HampusM
2024-08-12
feat(ecs): add action to add component(s) to entity
HampusM
2024-08-10
refactor(ecs): create archetype lookup entries on-the-go
HampusM
2024-08-06
feat(ecs): add query function to get entity UID by index
HampusM
2024-08-05
test(ecs): make component storage unit tests work
HampusM
2024-08-05
fix(ecs): always sort components & component metadata
HampusM
2024-08-04
perf(ecs): remove clearing archetype lookup table
HampusM
2024-08-02
feat(ecs): add relationships
HampusM
2024-08-01
refactor(ecs): add & use component metadata struct
HampusM
2024-07-30
refactor(ecs): give archetype component IDs once in component storage
HampusM
2024-07-28
refactor(ecs): move ArchetypeComponentsHash to archetype::Id
HampusM
2024-06-20
refactor(ecs): move down ArchetypeRefIter struct & impls in module
HampusM
2024-06-20
refactor(ecs): fix Clippy lints
HampusM
2024-06-16
fix(ecs): update archetype lookups when entity is spawned with Actions
HampusM
2024-06-16
fix(ecs): create new archetype when archetype lookup entry is empty
HampusM
2024-06-16
fix(ecs): prevent archetype creation from causing oob memory accesses
HampusM
2024-06-16
refactor(ecs): add component ID struct
HampusM
2024-06-15
perf(ecs): store components using archetypes
HampusM
2024-06-06
refactor(ecs): move ComponentStorage to it's own module
HampusM