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entity element system – Setters and Getters in ECS?

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entity element system – Setters and Getters in ECS?

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So I’m presently engaged on a Game Engine for my University and I got here to the purpose of integrating an ECS.

Thing is, I’m presently a bit not sure if it is okay to have setters and getters for particular courses. Like implementing a setter for my rework that lets the system that accesses the rework element simply add relative rotation/motion. I additionally tried to outsource these features right into a separate util class. Especially in instances the place I might name the element from a number of techniques which might result in duplicate code if I did not have any form of setter or util class.

Now what I’m questioning do I waste a number of the effectivity of the ECS and Memory alignment by together with these setters/getters or does that not matter? I’m just a little confused right here as a result of assertion “parts must be pure knowledge”.

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