diff --git a/doc/API.md b/doc/API.md index a627d4b..ee9a3aa 100644 --- a/doc/API.md +++ b/doc/API.md @@ -1,5 +1,7 @@ # API +> maybe outmoded, it's better to read [source codes](../include/UECS) directly + ## `Entity` Entity = `index` + `version` diff --git a/doc/comparison.md b/doc/comparison.md index 98305df..8804d71 100644 --- a/doc/comparison.md +++ b/doc/comparison.md @@ -37,7 +37,7 @@ use `schedule.Order(, )` to set system update order **Creating entities** -(TODO) copy +copy -> `instantiate` (TODO) batch create @@ -65,7 +65,7 @@ needless, you can use components constructor, destructor and move comstructor (c ### 2.4 Dynamic buffer components -needless, you can use any type (e.g. `std::vector`) in Component +needless, you can use any type (e.g. `std::vector`) in your component ### 2.5 Chunk components @@ -73,11 +73,11 @@ needless, you can use any type (e.g. `std::vector`) in Component ## 3. Systems -no instantiation, just use static function `OnUpdate(Schedule&)`,you can register `SystemFunc`,set update order, dynamic change filter, etc. +like Unity3D ### 3.1 Creating systems -lifecycle: only support `OnUpdate`, because of no instantiation +lifecycle: support `OnUpdate`, you can C++'s constructor and desturctor (TODO) shared component filter @@ -89,7 +89,7 @@ use `CmptTag::LastFrame (like const *)`, `CmptTag::Write == ` run before any `SystemFunc` with `CmptTag::Write` -- `SystemFunc` with `CmptTag::Write` run before any `SystemFunc` with `CmptTag::Lastest` +- `SystemFunc` with `Write` run before any `SystemFunc` with `CmptTag::Lastest` **special parameters** @@ -97,12 +97,13 @@ use `CmptTag::LastFrame (like const *)`, `CmptTag::Write == (like const *)`, `CmptTag::Write == (like const *)`, `CmptTag::Write ==