tess 1.0.0
Performance-first tile and path simulation substrate
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tess::FlecsPathAgentContext Struct Reference

#include <tess/ecs/flecs/flecs_adapter.h>

Public Member Functions

 FlecsPathAgentContext (flecs::world &world)
void reserve (std::size_t agent_capacity)

Public Attributes

PathAgentTickState tick_state {}
PathAgentBatch batch {}
std::vector< FlecsAgentEntryentries {}
std::uint64_t next_agent_id = 0
flecs::world_t * world_identity = nullptr
flecs::query< PathState, const TilePosition, const AgentIdagent_query

Detailed Description

Persistent tick state and reusable scratch for one Flecs agent system.

Reserve once to avoid warm-path allocations. Persist next_agent_id with the world so collection order remains deterministic across save and load.


The documentation for this struct was generated from the following file: