// features

Simulation Layers and Object Identity

What it covers

  • Kinematic layer
  • ECS bubble
  • Object identity
  • Promotion and demotion
  • Spawn queue

Overview

Return Echo uses more than one simulation layer. Distant objects can run in a cheaper kinematic form, while nearby objects enter detailed ECS simulation. ObjectId keeps them connected.

Why it matters

The game can have both scale and detail. A ship remains the same ship even when its representation changes.