Earlier quoted context omitted.
> Any kind of logic that goes like "IF something(component 1) THEN doSomethingTo(component 2) ELSE doSomethingTo(component 3)" What's the problem here? You write a system that queries these 3 components and then call regular functions. In bevy (a rust ECS framework) it would look sth like this: fn complex_system( query: Query , ) { for (c1, c2, c3) in query.iter() { if condition(c1) { doSomethingTo(c2); } else { doSo…
You seem to be coming from the "it's more like SQL" end of the spectrum. Yes, in that design, my questions aren't hard - but then, this design doesn't give you all the touted performance benefits, since in a data-oriented ECS, you're supposed to iterate over arrays of values directly (Rust may be doing some magic here I don't understand, though). > Could be improved with systems that query based on values of componen…
Like "If player seen this kind of a monster already and there's at least 4 people in the room and someone there has this kind of weapon equipped - enter this branch in dialog and progress the quest".
Traditional solution seems to be hardcoded special cases for all conditions which probably has better performance but sucks so much when you're implementing quests and dialogs. You tend to avoid writing quests that require new kinds of data so you end up with fedex quests and murder quests and that's it :/.
How well did this SQLite idea worked out for you?