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Alice Corp Ltd (GT)
Phantom Entity System
Component Entity System
Pers : Personage
# : used as named "Number "N"
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in fact, EE is not visible from the Unity editor, and even the concepts are similar, or rather, even identical,
but denote something other than it goes in the usual sense (or in the functional.)
Let's consider in more detail what it is and how it is:
1. in the usual sense, an Object consists of Fields which are called
in some way Components of an Object - almost any Object ...
in which (the main feature of all this trouble with components) is that all parts are equal
may or may not be. those. at any time, any part can be thrown out and, in theory, nothing should happen:
for example, you can throw out any part of the frame (opinion of a certain coder)
but in the Phantom Entity System, an Object consists of Components
as an Assembly from separate Parts ... (all this will be clarified what it is in the process of description)
2. for a speedy understanding, you need to go to the Global Level of Management
Global Update: all Objects as a Component System of Entities of which they are composed
- here the Essence is an integral Part of the Object - there will be a General Update
through the Global Update System : this means that all the Objects that are needed
currently – in other words Active – will receive New Data
into their Fields - into all their Essences: that is, there will be Changes of these Objects
which means receiving Data in the Essence of Objects that were formed
by Calculating Formulas (data) or other changes in the Game Application
what does Involved Objects mean: these are those that are currently Activated
although this is not quite the same as OnAction - just some kind of similarity - there may also be Non_Active
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Pers : Personage
# : use as named "Number "N"
3. Well, we got access to the Global Update, but what is the use of this, as it were, and what should happen in essence:
in fact, for Objects it will be a kind of Transformation
because we are dancing from the fact that the data of the Object is Static initially, and now DD
Data Dynamic (DD) : Game Application has a lot of small Updates
globally -
ai system update,
animation system update (colliders),
physical engine update,
update collage system
render
there is an ai who has his own ai scene, in which there are different ai components, he knows how to update,
and update components as needed,
there is an animation system that can update its components,
which, depending on the state of the object, can set, blend, crossfade animations,
which update transforms,
there is a physical movement that has its own stage with its own physical models,
a physical component is a controller that updates transforms
there is a collage in which there is acc. components that also update transforms.
stop-stop-stop: it's just a set of everything and everything, sort of got to the free
and let's rush forward - All Update - and everything in a row indiscriminately - everything rolls
the components here update each other and everything seems to be cool ...
firstly: why did we fence the garden for the sake of - here is the collage system - and we
Component Entity System: and here if the collision system is left to itself
then it will turn into an incredibly unmanaged data stream, which, like a counter
will rattle in cycles and there will be no way to disassemble anything, here
you just need to take advantage of the dominant advantage and turn yourself
this collision system into the Anti-Collision System and take control calculations
collision-system on yourself : just organize Calculations in code for collision...
..but we seem to be getting ahead of ourselves, although in another way it may be more difficult to understand.
4. we will add some definitions like Transform and Mutable by separating them
Transform : the concept of Object Transformation - if the object is transformed
under the situation receiving Data for Himself or other Objects, but at the same time he
can attach not only Data to the Fields of Its Entities, but also add
Entities (components - here an Entity can consist of Components)
let's say the Object added the Essence "+20% Trade" - it just added a Field
which did not exist before, but was his Field Trade from which By copying
or simply the use of Polymorphism during the execution of the program formed
a new field for the Essence Torg (we specially separate the name of the Essence from Its Field)
.. where did “+20% Trade” come from - we hired a Partner using Diplomacy
which also has a Main Trade Field and its Basic Trade 20% whole without
all sorts of pluses and other things: now our Character has his
Trade = Basic Trade 20% + "+20% Trade" = 40% Trade
note that the formula actually works like this: plus in the formula in which, in fact,
formula_plus adds what is outside the brackets (what if there is a minus or even “Multiply”)
and here if it will "multiply" then is this how the formula inside the program should be:
just clear that the Bonus Function should be described separately and Basic Moments
count correctly according to the order : calculate Trade then add Bonus ...
Mutable: if the Object left only part of its Essences or even one
which go somewhere to another Object, then it will be Muteable_ID_¹ (name)
for example, in the Arena, one Character_Z21 defeated another Personage_M11 - something from that
Pers_M11 left (let's say it's a Fantasy RPG like DarkSiders) and moved to Z21
so we write: Muteable_ID_#17_from_PersM11
Mutable_ID_#17_from_PersM11 : or rather as an EntitySet in the form
Mutable_EntitySet_#17_by_PersM11
in the global sense:
Logic update. Personage_M11
Transform. Personage_M11
Now Transform. Personage_M11 says Transform=EpiEnd.Mutable
then we create Mutable from Personage_M11.Transform.EpiEnd
the same
Muteable_ID_#17_from_PersM11
left to attach it to Character_Z21
or via Transform.List.Mutable_ID_#17_from_PersM11 (by adding to the List of Entities)
or through the Object Mutation itself: here we find that
variations how to organize this process The whole set,
as well as organization to Essence Access
5. As you can see, we have moved from the process of the total Update of Everything and Everything to Logic
that is, the Update itself comes from Logic, we will call IT
Global Update Logic : i.e. a Global Update of everything else will happen
not earlier than the Global Logic is Scanned: until it is updated
that is, we are like in TBS: turn base strategy
we will act according to Turns - on what base-platform what the Tour is organized is not so important
or by Update Time : we can set it to depend on Frame Rates (FPS) though
it's not as logical as if we installed it from Game Logic
and the Frames themselves will remain for the Animation Logic (as a separate part)
6. Nodes: this is the same Mutable that will be like a Mutable Container
7. note that we are not talking about any Classes and other things here, because
all this is described in the DB (Databases: Object DB) and in any configuration
"like in Excel Spreadsheets" or Interface Spreadsheets of the application itself (like a DB)
Character : Personage_ID Field , Personage_NameField
Entity_List_Field : Personage_ID : Address in Entity_DB
Aspect_Field : Personage_ID : Address in Aspect_DB
Graphic Display : Personage_ID : Address in DB_ObjectGraph
here Address in DB_CountObjects means that we are in this DB
we store the Address where the GraphObject itself is stored: for example, is it a 3D object or a 2D object
described in the same DB_ObjectGraph, and there the address can be entered in the Folder with *.JPG
we specify a multi-asterisk in case it's Animation
as Set of JeePags (JPG) for Animation Set : Numbering must be specified
directly on the file name (usually renamed separately)
and they will remain during the Initialization of the Application to be loaded into the RAM
Yes, in general, you can use Overlay by managing the computer's memory (but not touching it)
uploading and downloading packages as needed / containing the Optimal Data Core of the entire application
8. You can describe all sorts of Optimizations for a long time, but we will write something else:
"Game Interface"= Game Interface Manager - can be rendered while the main program is running
from a parallel thread (the thread of execution of the main program) - in other words:
it seems that a parallel program is called for execution - but in fact it will be the control system -
the fact is that in this case you do not need to do one more (not one) "window": handle 's ...
GameInterfaceManager <==>AI( Physical_of_virtual_world )<==>Special_System (SS<++> oriental_position_vision )
+ Activate_components list ---> Game Interface Manager
in general, you need to Control the List of Active Objects available to the Program, which will be
initial moment of Optimization for Coding Development ..
9. having the Picchu of the Object (graphical representation in *.jpg ) you can load it as we
and they said, but to display on the screen you need to use x y (z) positions not in Static
but already in Dynamics: but how exactly - namely, how in statics ... Fields of Object Positions
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10. Object Position fields: they are not changed in the Entity Object,
we just refer to them all the time during the Global Update
for the new Animation Change and stuff, though it's just an Animation Update
which is called at some point, and there is a nuance
that Game Logic only changes the coordinates themselves in the Fields
and the Animation Update itself serves only for displaying on the Screen, referring to all the same
fields and we do not even notice how it happens, but at the same time we control the whole process
11. it remains only to take the Base Object and create a Copy of it by assigning an ID to it
where Copy.BasicObject.ID_# is just the ID_# of the object in the Unity engine
which remains only to be compared with our Object_ID_No in our database
and work with it as with our Object: moreover, the ID in the Engine is just like a TAG
i.e. TAG of Object : connection field with Object in Application like Handle
for which we hold the Object
12. and actually our Mathematical Model is reflected in the Appendix
and we get a Gameplay Engine based on the Phantom Entity System
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Special Benefits : You can now control the application through Interface Menus
directly from our running Application and configure it as we like
this gives Load/Unload Objects (art and music, etc. up to Scripts)
now you can easily change shirts, no need to look for pieces of code in the Code,
in the DB of Scripts based on the Settlement System (as Trade) store Formulas
and fumble through them through the Interface Menu and in fact it turned out
also own Game Editor that Sound Designers can work with
Gameplay Designers, Level Designers, and even Sound Engineers can test their
copies-Apps sound effects and stuff without the knowledge of Coding, which in its
queue restricts access to Code increasing Project Security
also allows you to work as Far Space with a Project, and use Encodings
for RAM : in RAM you can expand the database or rather part of the database
stored in encoded form on the hard drive (yes, a lot is small here just to describe)
Config System : Various views are now available for the Game Program
Configuration Types : Game Mechanics : Various Sound Configurations
plus Graphic Support and gameplay mechanics on different formulas is also available
and everything can be done by selecting the Select Configuration item in the Interface Menu
which can be kept in the Application under the Password, after which it Appears
or from it give access to the VIP User by Access Keys (some part of it - like Maps)
the most interesting of the moments when the tasty is left for later is the Aspects
Aspects: when the Gameplay System already has enough of everything and everything
which is already very much and the most difficult moment comes when with a huge database
it becomes more and more difficult to cope: because often you want to change here and here
and to also apply to typical Objects - which turn out to be not typical at all, but even completely different, but
that have Same Type Fields or Typical Entities
which we can call MultiEntities consisting of Entities which Consist of components
(but we don’t seem to care about the components) and we turn directly to the Entity of the MultiEntity itself
and here in this matter we will be helped by Aspects who will help to do all this in our Database
i.e. in the Interface Database : IDB : when we are just flying through the Database
MultiEntity : MS
MultiEntity_#11 Aspect field <pointer_address> Aspect_MS_ID#<pointer_address> MultiEntity_#21 Aspect field
here the Aspect Field of MultiEntity_#11 is just Aspect_MS_#11 and the same Aspect_MS_#21
Aspect_MC_#11 <pointer_address> Aspect_MS_ID# <pointer_address> Aspect_MC_#21
here Aspect_ID_MS# itself, although it belongs to MultiEntities, and both at once
but is an Address Object with its own structure as a MultiFieldObject
which belongs to List_Aspects i.e. List of Aspects and DB of Aspects (Table of Aspects)
i.e. Aspects belong to themselves, storing bidirectional pointers: to themselves and to the Object
you can Move through the List of Aspects
linking through the MultiAspect the required Fields of the MultiEntities
each Multi-Entity has its own List of Multi-Aspects
<pointer-address> : can be both a pointer and an address (at least WWW) as needed
you can have as many fields as you need and don't forget their IDs (Unique TAGs)
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Alice Corp Ltd : 3d/ 2D Android
alicewolfraider@gmail.com
Master Card : 5168 7573 7054 1049 master card U$
(old in 24)
Alice Wolfraider
channel on youtube : alice wolfraider
http://www.youtube.com/channel/UCifEbs9UD2ayvfss3YqGJiw
recommended to watch intro video
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