A quick note about my server is that it executes game logic in 250ms intervals.
I am trying to wrap my head around how to do this. The main issue I have is currently that I have the map of entityIds and components of each component type inside its respective system. I don’t know if that is the best solution because then I end up with things like a transform system which isn’t really going to do anything from what I reason so farconsidering I already have a movement system that updates transforms anyway. The only thing it would be used for is a way to get a reference to a transform component in whatever system needs to access it and maybe just send transform data to the client when it changes every tick.
Would appreciate any advice.