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8bitworkshop/src/common/ecs/README.md

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# NOTES
entity scopes contain entities, and are nested
also contain segments (code, bss, rodata)
components and systems are global
component fields are stored in arrays, range of entities, can be bit-packed
some values can be constant, are stored in rodata (or loaded immediate)
optional components? on or off
union components? either X or Y or Z...
systems receive and send events, execute code on entities
systems are generated on a per-scope basis
system queries can only contain entities from self and parent scopes
starting from the 'init' event walk the event tree
include systems that have at least 1 entity in scope (except init?)
when entering scope, entities are initialized (zero or init w/ data)
to change scope, fire event w/ scope name
- how to handle bank-switching?
helps with:
- rapid prototyping w/ reasonable defaults
- deconstructing objects into arrays
- packing/unpacking bitfields
- initializing objects
- building lookup tables
- selecting and iterating objects
- managing events
- managing memory and scope
- converting assets to native formats?
- removing unused data
it's more convenient to have loops be zero-indexed
for page cross, temp storage, etc
should references be zero-indexed to a field, or global?
should we limit # of entities passed to systems? min-max
join thru a reference? load both x and y
code fragments can be parameterized like macros
if two fragments are identical, do a JSR
(do we have to look for labels?)
should events have parameters? e.g. addscore X Y Z
how are Z80 arrays working?
https://forums.nesdev.org/viewtopic.php?f=20&t=14691
https://www.cpcwiki.eu/forum/programming/trying-not-to-use-ix/msg133416/#msg133416
how to select two between two entities with once? like scoreboard
maybe stack-based interpreter?
can you query specific entities? merge with existing queries?
bigints?
source/if query?
only worry about intersection when non-contiguous ranges?
crazy idea -- full expansion, then relooper
how to avoid cycle crossing for critical code and data? bin packing
system define order, action order, entity order, using order?
what happens when a system must be nested inside another? like display kernels
constants? (NTSC vs PAL)
set operations:
E = select entities from scope
A intersect B
A join B
loop over E limit N asc/desc
select Nth from E
run if A intersects B (if)
virtual machine
- entityset stack
- register states
entity Foo[Bar] { }
system FrameLoop
end
class StaticKernel
locals 12
func init ---
lda {{$0}}
sta {{$1}}
---
func display ---
lda {{$0}}
sta {{$1}}
---
end
Game {
superman: [Sprite, ...] {
var xpos=12
}
FrameLoop {
a: StaticKernel(lines=30,bgcolor=$30)
b: Kernel48(...)
c: StaticKernel(...)
on preframe {
}
on display {
}
on postframe {
}
}
}
systems and scope same thing?
nested systems?
systems allocated in blocks
entities allocated in arrays, take up 1 or more blocks
mid-level abstraction for scopes/macros/(banks?)
Init
with FrameLoop do
with StaticKernel do
end
ResetSwitch:
on reset do ResetConsole
end
StaticKernel:
end
JoyButton:
end
end
end
scopes are banks!
banks need to duplicate code and/or rodata
- don't split critical code across banks
need bank trampoline macro
2022-02-17 20:33:43 +00:00
nested scopes for game modes? (title / demo / play)
2022-02-20 16:15:16 +00:00
access parent data from child scope
critical data fields
if accessed in critical section, make critical
ignore arrays that aren't referenced
use DASM for multipass?
2022-02-20 16:15:16 +00:00
processes
take up at least one byte if stateful
might need free list
need jump table?
you'd like to change "mode" from any event
2022-02-21 15:24:03 +00:00
need constant folding, set arrays from other exprs
a = [Sprite,-Player]
foreach a do begin
xpos = ypos
end
on gowest do with x:[Location]
---
ldy {{<room}}
lda {{<Room:west}},y
sta {{<room}}
---
on preframe do
with y=[SpriteSlot] limit 2
with x=y.sprite
---
lda {{<xpos}}
{{!SetHorizPos}}
---
on preframe do
foreach x=[Missile,HasXpos]
---
lda {{<xpos}}
ldy {{<index}}
{{!SetHorizPos}}
---