Update Design Doc: `level` tool

master
Ashley N. 2023-09-09 14:46:44 +00:00
parent 892d0b2cf6
commit 0954b2437f
1 changed files with 3 additions and 1 deletions

@ -87,6 +87,8 @@ The collision map is just an array of 8-bit unsigned integers laid out with the
### .ecs Format (Entity-Component System) ### .ecs Format (Entity-Component System)
This file contains the entity-component system defined by the [attributes](#entity-component-system) set in Tiled Map Editor's object layer(s). This file contains the entity-component system defined by the [attributes](#entity-component-system) set in Tiled Map Editor's object layer(s).
This file format is optimised for use on-console and as such uses sparse arrays and unions to represent most data. An index into each of these sparse arrays constitutes the ID of a given kind of data. This allows your game engine to find types, component attributes, etc without having to iterate through arrays in hot loops.
#### Type Table #### Type Table
Holds the registry of types and which set of components is associated with each type. An index into this table is the ID of the type. If there are no components in the type, that type ID is unused. Holds the registry of types and which set of components is associated with each type. An index into this table is the ID of the type. If there are no components in the type, that type ID is unused.
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