What exactly is Item System 2.0?
So Item 2.0 whenever someone just says item 2.0 its not literally 2.0, its just the "technology" that brings item 2.0,i guess, available and coming up and living. So what that will mean is like, in our existing old stuff that we were releasing for a while we have these very centric gameplay logic blocks in the code and they do their thing and they work pretty well but when you start wanting use bits and pieces of that for other systems it all falls apart because they're all that one big logic block its all interconnected and you can't just grab something. You grab something you stick it in here... this thing top board might not be set up right... end up copying and pasting...its a mess. So one of the very first things you have to do for 2.0 is we have this thing called component system and instead of having a big block logic defining...you know...a cup or a ship...we now strip away these bits of logic and we incomment them their own component...so you have a component "phsyics"...you have a component for "animation", a component for certain gameplay logic like shields or power plants and now you have all these different components...you can start adding them to...we call them entitys...and they just basically define something new and you dont need a coder to make a new chair, designer like Kurt could just go enter this tool "blab" all these down and has a new chair...."blab" als this down and has a new ship.
So its like trying to...build these more complex systems that allow designer to make these bigger systems...and at the same time...when we have it in those single logic blocks we had another thing with order....so the way that things updated was very deterministic and...adding all these things...we had to do one at the time on the main thread. **And if you have a hundred of these things...its not a problem...but when you have a big gigantic universe were it might take a few minutes to hours to get to another planet there is a loooad of items and you might have anywhere between 10.000 or more...now they have to go one at the time and you end up slowing down the game because you have so many things to update...so one of the things in the item 2.0 or "entity component infrastructure" is this thing called "batch updates". So now all these individual components we made before can now run parallel at the same time in a frame. So instead doing one at the time we can do a bunch in a row...and another bunch...and another bunch...so our update went from something like >||||||||||||||||< this to something like >|||< this but >---< -> longways >-------------------< now. So the more CPU cores you got, the faster the game is going to run, basically taking full charge of multi core...everything.** So you have the components, you have the updates, than you have the dataforge which is the thing that design will use, its our own internal data structure, so before when we defined ships or items or anything like that it was all XML driven and the problem with that is anytime we load in a ship we have to open up a file its huge... ...so all these XMLs you have to load it and read it and that is slow. So instead we have this thing with "dataforge" we have everything offline and we export it one binary block and we load that and we can chunk everything that we need and take only the bits that we need fast.
Then...theres a billion other systems that come into....the interaction system...,...literally there is a bunch of stuff...the item 2.0 system itself uses all that technology and does a little bit more where now we have this thing that designades who could control what...than you have the items logic that talk to that...that talk to who kit take, take what...ahm...control on who she get what and who she can observe...(and so on...its complex!)...thats the item infostructure...well anything underneath that is like the entity level substructure whats the item 2.0 uses....theres a lot....i can talk for hours...