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feat: Minos styling updates to keep consistency with other docs

Vaclav Elias 2 years ago
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760300df2f
1 changed files with 7 additions and 14 deletions
  1. 7 14
      en/manual/engine/entity-component-model/index.md

+ 7 - 14
en/manual/engine/entity-component-model/index.md

@@ -1,6 +1,7 @@
 # ECS (Entity Component System) Introduction
 # ECS (Entity Component System) Introduction
 
 
 # Problem
 # Problem
+
 > `Dog` is a subclasses of `Animal`.
 > `Dog` is a subclasses of `Animal`.
 
 
 This example is often used as an example of inheritance
 This example is often used as an example of inheritance
@@ -10,13 +11,10 @@ we get problems:
 - `Bee` and `Bird` can fly, so we create `FlyingAnimal`
 - `Bee` and `Bird` can fly, so we create `FlyingAnimal`
 - What do we now do with the `Duck`, who can do both?
 - What do we now do with the `Duck`, who can do both?
 
 
-We have the exact same problem in video games.  
-Enemies can walk, shoot, fly - but not all of them can do everything.  
-Even something basic like hitpoints is not universal, as some enemies are indestructible.
+We have the exact same problem in video games. Enemies can walk, shoot, fly - but not all of them can do everything. Even something basic like hitpoints is not universal, as some enemies are indestructible.
 
 
 # Solution
 # Solution
 
 
-
 > Entity component system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on entities' components.  
 > Entity component system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on entities' components.  
 > _-[Wikipedia](https://en.wikipedia.org/wiki/Entity_component_system)_
 > _-[Wikipedia](https://en.wikipedia.org/wiki/Entity_component_system)_
 
 
@@ -29,18 +27,13 @@ An entity with a collider component can collide, an entity with a sound componen
 
 
 ## Differing opinions
 ## Differing opinions
 
 
-For the "System" part of the term, there are two interpretations:
-
-A) "Entity-and-Component System"  
-...in which the components contain the data they need, and also the functionality that works with that data.
+For the **"System"** part of the term, there are two interpretations:
 
 
-B) "Entity, Component, System"  
-...in which a component only contains data, while a third part - the system -
-contains the functionality.
+1. **Entity-and-Component System:** In this setup, the components contain both the data they need and the functionality that works with that data.
+1. **Entity, Component, System:** In this arrangement, a component only contains data, while a third part - the system - contains the functionality.
 
 
-Stride allows working in both ways. A) can be achieved by using
-[scripts](https://doc.stride3d.net/latest/en/manual/scripts/index.html)
-while the usage of B) is described in this section of the manual.
+Stride allows for working in both ways. **1)** can be achieved by using
+[scripts](../../scripts/index.md) while the usage of **2)** is described in this section of the manual.
 
 
 ### Which one to choose?
 ### Which one to choose?