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yave's Introduction

yave

Yet Another Voxel Engine (written in TS).

Goals

  • Simple but powerful true ECS (Entity-Component-Systems) where components and systems are not coupled (unlike in Unity's current EC-system)
  • Has all the basics to start making your own game, but is modular so you can replace things with your own systems
  • Self-documenting code (along with generated docs) so you (almost) never have to meddle with the engine itself
  • Uses modern ES standards for cleaner and fully-typed code
  • Compiles to relatively new ES standards, I'm tired of supporting older browsers/versions
  • Not restricted to working with voxels (I know it's in the name, but I want to support both 2D & 3D)

Next TODO

  • Turn-based system
  • Upcoming ecs system rewrite:
    • inheritance support (can target base class in aspect and get any component that extends it).
    • better support for rendering/non-rendering system (perhaps give "tags" to components and allow for "Run()" with specific tag requirements).
    • assemblages?
      • (need to figure out how that would work, perhaps make them very basic where you give it a basic entity + components list, this returns a function to create the entity with parameter that allows overriding that behavior?)
    • Handle yaveEngine/engine property better (so don't have to check null every time)
      • Maybe RunOptions can pass it? (That might get messy)
    • Components.get should return T | null (it currently only returns T)

Longterm TODO

  • Standardize JSDoc, some have space before params, some have JSDoc typings, etc.
  • Add an internal unit system (like Unity where 1 unit can be 16px or 32px or however many you want based on texture)
  • Create docs

Research

Notes

  • RenderSystems should be used for anything that requires buttersmooth movement, camera, graphics, rendering, etc.
    • One edge case is making an object follow the mouse. This should be a render system since the mouse moves much faster than the "ticking speed," BUT any other kind of movement that requires a "set speed" (like player movement speed) should be handled by a normal system in order to get better/more predictable results and to prevent lag from impacting the behavior too much.

ECS

Game Loop

Inputs

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