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A "game" written from scratch in Rust
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Author
8 days
refactor(ecs): remove system param compatability checking
HampusM
14 days
refactor(ecs): use same ID for entities & components
HampusM
2024-08-10
refactor(ecs): create archetype lookup entries on-the-go
HampusM
2024-07-29
refactor(ecs): rename system::Param handle_pre_run fn to prepare
HampusM
2024-06-29
refactor(ecs): pass World ref to system run & param new functions
HampusM
2024-06-22
fix(ecs): disable system param compatability checks by default
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
refactor(ecs): add component ID struct
HampusM
2024-06-15
perf(ecs): store components using archetypes
HampusM
2024-06-07
refactor(ecs): make tuple reduce operation more generic
HampusM
2024-06-06
refactor(ecs): rename tuple filter to tuple reduce
HampusM
2024-03-29
feat(ecs): make World unwind safe
HampusM
2024-03-12
feat(ecs): make components internally mutable
HampusM
2024-03-06
refactor(ecs): pass around all world data and not component storage
HampusM
2024-02-29
feat(ecs): allow up to 15 system parameters
HampusM
2024-02-28
refactor(ecs): use better system input type filtering solution
HampusM
2024-02-26
feat(ecs): add support for multiple system queries & local components
HampusM
2024-02-22
feat(ecs): add support for system local components
HampusM