// 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.