World
The World, the place where all Entities live.
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The World, the place where all Entities live.
Last updated
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The world stores all its , it contains methods to create, destroy and query them and handles all the internal mechanics. Therefore it is the most important class, you will use the world heavily. Time to play God.
Best of all, you can create any number of worlds with almost infinite entities. You rarely have so much life and freedom. To be precise,2,147,483,647
worlds with 2,147,483,647
entities each are possible.
You can also customize the world a little to suit your needs, for example the initial capacity or how big the should be:
Now we have a world. A world with all the prerequisites for creating life, changing it and destroying it.
The world has the rudimentary methods on which everything in Arch is based. If you only want to work with them, this is possible and offers one less level of abstraction.
We'll go into more detail later. But now enough talk, go on. Something is lurking behind the next bush.
As an alternative, you can also work ONLY with the world. Without abstraction of entities and co. This principle is called and will be looked at later. The following documentation refers further to the abstracted entity API.
And much more...
Working with Events, the CommandBuffer or several other features directly!
Lifecycle Management
Creating and destroying Entities.
Structural Changes
Adding/Removing components on Entities
Modification
Accessing and modifying components on Entities.
Enumeration
Enumerating/Filtering/Matching Entities.
Bulk/Batch Operations
Executing operations on Entities in Bulk/Batches.
Lowlevel
Working with Archetypes, Chunks and Entities directly without any wrappers.
Multithreading
Acessing the JobScheduler to run querys or your own Jobs in parallel.