I'm working on a list similar to a very basic unordered todo list in a game and stumble on how to actually implement it...
Would you suggest having a resource with a Vec<TodoItem> and checking that for changes and re-render the whole list in the UI?
Or would you spawn severalTodoItem components with just data and check when those are added or removed to/from the world, and then as a consequence add or remove individual UI nodes representing each todo item?
I guess another way of putting it: Should the game world mainly contain visual entities or is the world also suitable to be use as a data storage with individual pieces of data as entities, which are separate from the the visuals? Hope the question makes sense.