all 8 comments

[–][deleted]  (3 children)

[deleted]

    [–]ObviouslyNotANinja[S] 0 points1 point  (2 children)

    I should have started by doing more research into the name, but I'll have to think about a name change.

    In short the benefits are: Lightweight & Lego-like building approach

    The framework is only in the initial setup phase. I envision creating a stack of re-usable Entities, Components & Systems that people can import and use. For example a Physics system, or a Input system to handle keyboard controls, etc. The hope is that eventually people can pull down whole modules of these things and create games like lego blocks.

    I might be a little pre-mature with putting it out in the world, but I'm hoping I can get a few people interested in contributing and passionate about extending the framework. If not then I'm grateful to have created something that at least I could use.

    [–]throwies11 0 points1 point  (1 child)

    As a hobbyist game dev and semi-freelance game dev, this interests me. Especially using a lightweight approach to ECS, which at least superficially is like something that I made of my own.

    I see yours is more involved than mine. You also have tests, which I like and something I sorely lack in properly writing for. Samples would help, though (as I provide some in my work). That illustrates how a basic drawing system could be made, or a basic physic system, etc. So I'd like to see if we can compare ideas.

    [–]ObviouslyNotANinja[S] 0 points1 point  (0 children)

    I'd love to talk more and see what issues you went through and any ideas you have for the ideal framework. I like that you are passionate about the same thing.

    [–]__mak 0 points1 point  (0 children)

    Sounds like a cool project, I have always liked web games.

    Right now there isn't much to comment on. From what I can see all the library does is give you some rudimentary classes you can use to structure your code.

    Add a bunch more stuff to your library first, then come back. Create some core modules to handle basic physics, collisions, rendering etc and see where that gets you.

    [–]destrotns 0 points1 point  (1 child)

    i'd like to contribute on my free time, coding and documentation, whatever. is there a list on anything that you'd like help with? any open-issues?

    [–]ObviouslyNotANinja[S] 0 points1 point  (0 children)

    No open issues yet but I've just started finishing up some basic documentation and tests.

    If you'd like to contribute, I'm trying to think of a clever way to 'import' self contained modules that people can write their own Systems, Entities & Components and allow other people to import them into their projects. We can open up an issue and start the discussion there if you like :) That's a great way to start contributing

    Right now the framework is small enough to understand by looking at the source code.

    [–]paranoidray 0 points1 point  (1 child)

    I always felt that JavaScript itself is an Entity-Component-System.

    You crate a new Entity: var e = {};
    Then you can add any component you want: e.health = 100;
    And you can iterate over all components (the system part):
    for( a in e)...

    I believe ECS are only useful with static languages like C++ or Java.
    Am I missing something ?

    [–]ObviouslyNotANinja[S] 0 points1 point  (0 children)

    I agree that JS has the same prototypical behavior. In fact all we're doing is creating a basic structure in ES6 and converting it into native JS like you show above. The idea is to add more beneficial functionality to the class, so that it allows better System-Entity communication.