RTYPE DOCUMENTATION
  • 🍜Welcome
    • R-THAAAAAAï
    • 💽Installation processes
  • 🎮How to play ?
  • 🧱Setup and install process
    • 🪟Windows
    • 🐧Linux
    • 🍎MacOS
  • 💻Development guidelines & how tos
    • ⚙️Configuration
    • 📡Network
      • RFC
    • ⁉️How to ... ?
    • 📕ECS MANUAL
      • Components
      • Sparse Array
      • Systems
      • Registry
      • Worlds
      • Examples
      • A word on singletons
    • 📒Development guidelines
  • 💭Miscellaneous
    • ❤️Credits
    • ⚖️License
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  1. Development guidelines & how tos
  2. ECS MANUAL

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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Last updated 2 years ago

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