Comment

Comment by noelwelsh

Most games have different states. For example, you have the main menu screen and perhaps different levels. Each of these could be a state. I think Bevy already has an abstraction for this[0] but it only records the current state. There is no other information associated with it IIUC.

What I think would be useful is essentially an arena allocator associated with a state. So any components and entities created when a state is active would be removed when that state is exited. Otherwise it seems that one must do manual GC, which is error-prone and will almost certainly lead to slow leaks over time.

[0]: https://docs.rs/bevy/latest/bevy/ecs/prelude/struct.State.ht...

parent noelwelsh 2 years ago

Discussion

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton