Worlds

It is at the top of the architecture because it contains all the terms seen before. In a more concrete way, we can see worlds as scene. For example, in the Game part, we can see different worlds :

  • World Menu

  • World GameLogic

In this way, world contains every useful component & system which is associated with it. For example, we'll not use component Position or Velocity in the server world.

std::unique_ptr<sf::RenderWindow> &_window;  

The window used to display any information by the World class

std::vector<std::function<void(World &)>> _systems;  

Private system's vector of the World class

std::stack<ecs::Event> _events;

Private events' stack of the World class

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