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Haxe game engine with entity component system

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Current support for hierarchical transformations is limited: - Create a "parent" entity with Position, Rotation, and Scale - For each "child", add these shared component instances. - Then for each...

Consider moving the default activated systems to their own system.default subfolder, or move non-default systems into a system.opt folder. Or std. Or lib. Something like that.

Also, add enough parts to put together an in-ECS particle system as a substitute for HaxePunk's Emitter when you want greater control. Examine some particle engines to get an idea...

Add a NapeSystem for integration with Nape physics. I should be able to pull what I need from this failed Jam attempt of mine. :) ``` haxe override public function...

Add proper physics forces and mass. Rework gravity to work with this.

Support native HaxePunk collisions. Provide a simpler way of hooking into all of the `Entity.collideXxx()` methods.

Note on Flaxen.removeTransitionedEntities: I like this idea, but I don't like how it's implemented.

Consider moving into InputService?