926 B
want to define categories of entities (creature, particle, effect, sound, etc)
^^ why?
categories would make sense within a class based architecture because oop, but we have an ECS
instead, having preset entity templates (think human template, oak template, elf template, etc) defined in json that all go into the same entity spawning pipeline
this allows more thorough testing of main things (setting model, adding hp, etc), and more unique combinations of things (item that can walk around)
lets say in initial handshake with server, after agreeing with client which mods it needs to have loaded, client runs through those mods entity lists and composes a list of all entity files and iterates through them each entity template it hits is given an integer id that is used for creation packets now, when server spawns an entity it sends that integer id that was automatically generated to the client to spawn it in