@polygnome said:
Nah, that's imprecise. You'd process it the next time your "system" is updated. If you update your system from the update loop, then sure, it is only updated on the next frame. But you don't have to update it from the render thread. You can use a multitude of threads. You might for example have a network thread that updates your ES, a thread for physics, one for AI, and maybe one or more threads from a thread pool that process a bunch of other systems which update for ES.
Yes, in my case in the next frame, but I'll solve this.
@polygnome said:
Why would you? It can still be in two systems. You just need to think about when to attach what component, when to process which component and when to detach it.
I mean I would remove some extra amount of code that I currently have to make it work with the 2 systems type. I have already changed it, and now it looks like much better.