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docs(engine): consider new Cubos location
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RiscadoA committed Jan 29, 2024
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16 changes: 5 additions & 11 deletions docs/pages/2_features/ecs.md
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Expand Up @@ -36,6 +36,7 @@ systems, since they have clearly defined dependencies.
### Our implementation

**CUBOS.** ECS contains the following concepts:
- **Cubos** - used to configure and run an ECS world and systems.
- **World** - the main object that holds all of the ECS state.
- **Entities** - represent objects in the game world (e.g. a car, a player, a
tree).
Expand All @@ -46,13 +47,6 @@ systems, since they have clearly defined dependencies.
"DeltaTime", @ref cubos::engine::Input "Input").
- **Systems** - functions which operate on resources and entities' components.
This is where the logic is implemented.
- **Dispatcher** - decides when each system is called and knows which systems
are independent from each other so they can be called at the same time
(parallel computing).

On the engine side, the @ref cubos::core::ecs::Dispatcher "Dispatcher" is not
exposed. Instead, the @ref cubos::engine::Cubos "Cubos" class is used to
add systems and specify when they should be called.

One important thing to note is that in an ECS the data is completely
decoupled from the logic. What this means is that entities and components
Expand Down Expand Up @@ -139,8 +133,8 @@ their velocities and the delta time.
Before components and resources are used in a World, they must be registered
on it. This should be done once, at the start of the program. For example,
using the **CUBOS.** @ref cubos::engine::Cubos "main class", for the previous
example we would write:
using the **CUBOS.** @ref cubos::core::ecs::Cubos "main class", for the
previous example we would write:
```cpp
cubos.addComponent<Position>();
Expand All @@ -166,8 +160,8 @@ world.destroy(entity);

If necessary, you can access the world in a system through the arguments
`const World&` or `World&`. However, this is not recommended, since it
becomes impossible for the dispatcher to know what the system is accessing, and
thus it cannot parallelize it.
becomes impossible to know what the system is accessing, and thus we cannot
parallelize it.

Instead, you should use the @ref cubos::core::ecs::Commands "Commands"
argument. Through it you can queue operations to be executed at a later time,
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10 changes: 5 additions & 5 deletions docs/pages/2_features/plugins.md
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Expand Up @@ -9,11 +9,11 @@ familiar with the concepts of components, resources and systems.

## Configuring the engine

Plugins are a feature of the @ref cubos::engine::Cubos class. This class is the
main thing you'll be interacting with when developing a game with **CUBOS.**.
It is used to configure the engine and run the game loop. Through it, you can
register new components, resources and configure systems to be run on specific
conditions.
Plugins are a feature of the @ref cubos::core::ecs::Cubos class. This class is
the main thing you'll be interacting with when developing a game with
**CUBOS.**. It is used to configure the engine and run the game loop. Through
it, you can register new components, resources and configure systems to be run
on specific conditions.

An application which just prints `"Hello World!"` and which does absolutely
nothing else - not even open a window - would look like this:
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7 changes: 3 additions & 4 deletions engine/include/cubos/engine/module.dox
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Expand Up @@ -9,10 +9,9 @@ namespace cubos::engine
/// @defgroup engine Engine
/// @brief @b CUBOS. engine library.
///
/// The engine library is built on top of the @ref core "core library" and contains code
/// exclusive to game execution. This includes the main loop, asset management, rendering and
/// physics. It is built around the @ref Cubos class and designed to be as modular as possible.
/// Each sub-module corresponds to a plugin, or a set of plugins.
/// The engine library is built on top of the @ref core "core library" and contains code exclusive to game
/// execution. This includes asset management, rendering and physics. It is built around the @ref Cubos class and
/// designed to be as modular as possible. Each sub-module corresponds to a plugin, or a set of plugins.
///
/// The library re-exports some of the @ref core "core library" functionality for convenience
/// such that the user doesn't have to use the @ref cubos::core namespace directly very often.
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