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Question by growling_egg · Jul 11, 2019 at 03:50 AM · componentmultithreadingblit

Is it possible to have an entity component which behaves as a Stack?

I would like to have a component on an Entity in my game which works as a Stack, with a pop/push call, such that I might be able to use it as a per-entity finite state machine.

From what I've learned, data types available for use with entity components is limited to those which are blittable. Does this mean that a stack would have to be implemented from scratch using fixed arrays and custom logic?

Edit: I've realized I'm able to declare a new Stack() in the ComponentSystem. Is this the intended pattern? This stack is still allocated on the heap, right? Do I need to manage it or anything?

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