refactor(simulation): isolate per-scene world state - #26
Merged
Merged
Conversation
Move ECS state ownership out of SimulationEngine and into a dedicated SimulationWorld owned by each simulation scene. Centralize entity maintenance and system execution in SimulationWorld, make EntityManager dependencies non-null references, remove unused spatial-hash work, and clean up related dependencies.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
SimulationWorldas the owner of entity, component, and system managersSimulationEngine/Scene_SimulationEntityManagerdependencies explicit non-null referencesWhy
This separates application infrastructure from simulation state so each simulation scene owns an isolated world instead of sharing mutable ECS state through
SimulationEngine.Validation