Could I treat Worlds as entities to encapsulate functionality?
Hello! I’m looking to use this library to implement a virtual card game table in Minecraft in Computercraft, which runs Lua 5.1 with many backported features from later versions.
I’m wondering if it makes sense to treat a World as an entity so that I can encapsulate all the functionality of a specific feature in that one world and only run it’s systems when it’s relevant?
Like, say I have a computer acting as a server managing multiple tables. Would it be reasonable to have a setup where the game manager portion of the server starts up a “table” entity with a FSM, then lets it run independently with it’s own World managing all it’s logic until it ends up in a “finished” state?
Does that even make sense? Am I overcomplicating things?