After playing with this for a little while, it seems like the most efficient way of coding is a combination of types and structures.
I WOULD continue to use For Each Type : UpdateType : Next. It can be very confusing to try to store entity data in banks.
What I think this is good for is storing handles to an entity's type(s). In my engine, entities have a trigger type, a physics type, and a behavior type. Having the ability to retrieve an entity's type and "kind" of type are invaluable. For example, if I land on a moving platform, I want to be able to instantly know its identity as a platform, and retrieve its type object so I can get the velocity.
I would NOT use this for storing all your data, just for allowing a way to reference a type from an entity variable.
I WOULD continue to use For Each Type : UpdateType : Next. It can be very confusing to try to store entity data in banks.
What I think this is good for is storing handles to an entity's type(s). In my engine, entities have a trigger type, a physics type, and a behavior type. Having the ability to retrieve an entity's type and "kind" of type are invaluable. For example, if I land on a moving platform, I want to be able to instantly know its identity as a platform, and retrieve its type object so I can get the velocity.
I would NOT use this for storing all your data, just for allowing a way to reference a type from an entity variable.