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I have no deep experience with Godot. So I assume you are using this type for physics.
Mapping & converting to/from a The public readonly struct Rid : IEquatable<Rid>
{
private readonly ulong _id; // Default is 0 Using Not sure if this helps. |
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I assume use mean the UniqueEntity described in the docs. Since 3.0.0-preview version there is a more performant and flexible way to lookup entities by a custom type.
An More info at Search |
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Reopen discussion. Reasons:
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Currently I am developing a game in Godot and using this ecs as a backbone since I'm not uses nodes basically at all
However I have one question. are unique entities expensive ?
I ask this because I am developing an editor and find myself needing to query the physics system in Godot for the placement of objects. Which is fine.
But then retrieving the corresponding entity from friflo has made me have to pass in a string ( which I cast from godots physics RID ) and attach a unique id to all my entities.
The number of entities I'm looking at having to manage is around 30-100 k at most . Not run into any issues so far but I just wanted to make sure I'm not abusing a system in a problematic way.
And thank you for developing this excellent ecs !
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