Is there any benefit to constructing Systems if you're just executing them in order?
- 主要語言
- Rust
- 星號
- 1.7k
- 分支
- 140
- PR 合併指標
- 30 天內沒有已合併 PR
描述
I'm currently working with an engine that gives me (temporary) mutable access to certain things I want to use in my "systems", which are confusing / frustrating to add to the ECS as resources. I'm also working in a singlethreaded environment, so the highly parallel system scheduler is not of interest to me.
Therefore I've not written any "systems" -- only functions that take a mutable reference to the world (and other things) and do their work through things like this:
```<(Read, Write)>::query().iter(&mut world)```
My question is just -- as my game grows, is this gonna bite me somehow? Is constructing the query somehow expensive, or is this failing to leverage some kind of cache, or any other issue I haven't thought of? I didn't find any reference to this in the docs, and there is no "legion book" at the moment to answer this question.
I realize this library is in a greater state of flux / early develoment than specs and that's fine; and if there is a more appropriate way to ask this question feel free to let me know.
貢獻指南
這個儲存庫沒有索引到貢獻指南
評估
這個 Issue 還沒有評估資料。