Re: garbage collection in bgt

I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would be better because of their much larger communities.

I've never written a game before and this is my first, so I'm pretty new to the idea of ECS and have been researching it. The main attraction for me was the ease of adding in new behaviour and avoiding deep inheritence hierarchies; I doubt I'll be having so many entities and components for performance to be a concern.

There're some annoying things I haven't figured out yet for the ECS, such as how to invalidate references to an entity when its killed. For that reason, each system has no internal state and doesn't keep references to entities. It just queries the entity manager for entities with components it is interested in on every update.

I was also thinking about how to implement different levels, and thought that maybe having different entity managers, 1 per level might work. Then level transition would be copying the player's state into the new world, but some entities have references to other entities which would break if the ID had to change.

Using an existing ECS would be a nice benefit of leaving BGT.

No shared global state? Isn't the entity manager technically shared global state?

Backed by an SQL database? Is that just what's being used for the server? There are a series of interesting posts on ECS by Adam Martin, which relates ECS to databases and doing relation oriented programming. I'm curious to see how well using an sql database for this works in practice.

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