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⚠️ Note for reading: The below are my raw notes in the order I wrote them. I don’t really know what the correct way to read them is, but they aren’t particularly “designed” to be read from top to bottom. Feel free to jump around, skip things, skim, whatever.
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Raw data
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💡 Taking down bullet points of all the raw information I’m mulling over before processing it
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- Concepts — I don’t use them
- Concepts — Marceline & Mithun chatted, a new concept for concepts has been born
- Conversation in Ambient Discord kicked off by Marceline here
- Redesign of ‘Concepts’ proposed by Mithun on Ambient github here
- FLECS, ECS, database queries, “entity relationships”
- Tei —> Game dev is more about “higher level and mutation rich patterns”.
- Single post in Ambient Discord here, quote in fold:
- Fredrik suggested components as values i.e. a component can point to another component, in Ambient Discord here
- That should be typed, allowing me to specify I want to point to a Vec3 component.
- defining tweens that can be enabled/disabled, browsing tweens that ‘belong’ to an object, ownership of object to its mutators
- Concepts need required (i.e. non-default) params in their constructors
- Or a pattern of creating them using functions
- But does that work via RPC messages?
- Defining relationships between entities, components, and/or concepts
- Hierarchy of importance and relevance; searchable logic; easily/cheaply tweakable logic for the high level game dev brain
Developing the data into ideas
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💡 Long rambling section, the meat of the piece, you can skip to Summary (far below) to get an outline of some of the bigger ideas here.
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- Concepts — A small piece of the puzzle, refer only to entities, entities don’t exist in isolation