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Hytale · Site oficial · 17 de junho de 2024

Notícia

Summer 2024 Technical Explainer: Hytale's Entity Component System

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Esta notícia está em inglês. O navegador pode traduzi-la para português, inglês, chinês, chinês de Taiwan, coreano, russo ou filipino.

Today we're going to take a quick peek behind the curtain at some of the technology underpinning Hytale’s engine with a specific focus on one of the frameworks we recently announced: Flecs—a lightweight and powerful entity component system (ECS).

Some time ago, we talked about our decision to reboot the Hytale engine , switching from a Java server an C# client to building both in C++.

There were many reasons for making this change: we wanted to ensure we could release the game across multiple platforms; we wanted to improve our performance when targeting lower-spec devices; and we wanted to build a core engine that was robust enough that we’d be able to patch and maintain the game into the future.

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