Update Design Doc: `level` tool

master
Ashley N. 2023-09-09 15:07:28 +00:00
parent 4eed752e54
commit 24f4c8d824
1 changed files with 1 additions and 1 deletions

@ -90,7 +90,7 @@ This file contains the entity-component system defined by the [attributes](#enti
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. 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. Maximum of 255 types per level. 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. Maximum of 254 types per level.
``` ```
2 bytes: Number of Types (A Type is a predetermined combination of components.) 2 bytes: Number of Types (A Type is a predetermined combination of components.)
2 bytes: Type Definition Union Size 2 bytes: Type Definition Union Size