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  • Jul 23 15:24
    jojolepro synchronize #665
  • Jul 23 14:09
    jojolepro commented #824
  • Jul 22 02:25
    azriel91 commented #824
  • Jul 21 14:42
    jojolepro commented #824
  • Jul 21 11:18
    azriel91 edited #824
  • Jul 21 06:14

    ebkalderon on gh-pages

    Deploy www.amethyst.rs to githu… (compare)

  • Jul 21 00:56
    azriel91 opened #824
  • Jul 20 18:13
    Moxinilian commented #58
  • Jul 20 18:13
    Moxinilian commented #58
  • Jul 20 18:12
    Moxinilian commented #58
  • Jul 20 18:12
    jojolepro commented #58
  • Jul 20 18:01
    jojolepro synchronize #58
  • Jul 20 17:56
    jojolepro commented #58
  • Jul 20 17:45
    jojolepro synchronize #58
  • Jul 20 17:44
    jojolepro opened #58
  • Jul 20 08:52
    omni-viral commented #551
  • Jul 20 08:52
    omni-viral commented #551
  • Jul 19 16:42
    jojolepro commented #798
  • Jul 19 15:38
    Xaeroxe commented #798
  • Jul 19 15:37
    Xaeroxe synchronize #798
Jacob Kiesel
@Xaeroxe
Basically the renderer would need to blit directly to the screen
Skip OpenGL entirely
huhlig @huhlig returns
Jacob Kiesel
@Xaeroxe
hello @huhlig :D
Hans W. Uhlig
@huhlig
I've been travelling the last few weeks :(
went through SLC a couple times but couldn't escape the airport
Jacob Kiesel
@Xaeroxe
Ah figures :P
Hans W. Uhlig
@huhlig
yeah
Jacob Kiesel
@Xaeroxe
Well I'm glad to have you back here at least :)
Hans W. Uhlig
@huhlig
just no clients there
I saw a message about a javascript engine in amethyst... did I miss something?
Jacob Kiesel
@Xaeroxe
Uh if you did then I missed the same thing
Hans W. Uhlig
@huhlig
ok, someone was talking about it like it was decided I want to say the day before yesterday but I didn't have time to read back through the dialog as I was on my phone in an airport
Lucio Franco
@LucioFranco
@jojolepro are you still working on #665?
David LeGare
@randomPoison
(please say yes, I'm super excited for networking in Amethyst)
Lucio Franco
@LucioFranco
He is! I
I'll see if I can get a review in and to get back into this project, its been way too long
David LeGare
@randomPoison
Awesome! Am very excited :D
David LeGare
@randomPoison
So has anyone here been looking at the upcoming ECS/Job Graph/Burst Compiler stuff for Unity? It seems like there's a lot of cool stuff in there that's relevant to Amethyst
Claudia Doppioslash
@doppioslash
I am looking at it now, hopefully I'll use the new ECS for work in the next few months
Paweł Grabarz
@Frizi
The burst compiler is basically a special compiler dedicated for ecs systems written in structural C#. You can't use classes really, as it's focused on making the most of linear memory layout. They force usage of SIMD on loop iteration for example. In Rust we have many of that built-in to the language, as long as you are doing pretty standard stuff with the iterators.
David LeGare
@randomPoison
Yeah, the Burst Compiler is basically "what if we could write C code with C# syntax", which we effectively get for free in Rust :3
But a lot of the stuff they're doing as far as the API for their ECS architecture is either super similar to specs/Amethyst, or would be applicable to specs/Amethyst
Lots of stuff we could learn from what they're doing, and I think lots of room to make improvements since we have the advantage of not trying to shoehorn manual memory management into a managed language
i.e. to use their native containers, you have to manually dispose of them when you're done, but Rust has destructors and ownership, so the same API in Rust is just straight up easier to use
Anyway I'm v excited about the stuff Unity is doing, especially with regards to how we can learn from it for Amethyst :3
Paweł Grabarz
@Frizi
The stuff worth attention would be mostly Archetypes and custom storage packing strategies (i can't recall the name right now)
I highly recommend that to get familiar with it: mike acton's presentation
Whoa, didn't knew it will expand here :D
Dmitriy
@dpogretskiy
[name](url) would do
it's probably fine as it is
Paweł Grabarz
@Frizi
solved
David Harvey-Macaulay
@alteous
I think your website is broken.
Screenshot from 2018-07-21 07-48-25.png
Console is empty.
Azriel Hoh
@azriel91
@Xaeroxe knows how to fix it, iirc it was some cache + disk space issue in the website deployment build
Clément Renault
@Kerollmops
Hello everyone, I am facing a little problem, how can I see the UI that I have defined ? i am using amethyst 0.7 and have defined a DrawUi pass as the last of my pipeline stage. The system that draws depends on the fps_counter_system (because it will just draw the fps for the moment) and nothing else. I read the ui and pong examples and didn't see what I am missing, the only thing that is different for me is that my drawing actions are in a separate system (created by using a custom bundle). If you want, you can read the source code.
Thomas Schaller
@torkleyy
@Kerollmops Link doesn't work for me.
Could you create an issue?
Azriel Hoh
@azriel91
hiya, does anyone know how to trigger loading (not lazily, but actually make an asset be loaded)?
I've got a loader.load_from_data(..), which gives me a handle, but then even if I go asset_storage.get(&handle), it gives me None, even after a game_data.update(world)
Azriel Hoh
@azriel91
okay, half figured it out -- I forgot to add a Processor<MyAssetType> to the dispatcher
I'll submit a doc PR sometime, have to tidy up my hacky code =D
Zakarum
@omni-viral
I persenally disagree with returning Option from asset_storage.get(&handle).
It should be Result with Err explaining why there is no asset
It always easy to call Result::ok to get Option if you like
David LeGare
@randomPoison
Is there a way to get mouse movement in 0.7?
Thomas Schaller
@torkleyy
I didn't use Amethyst for quite some time, but I think you can get the event in your state.
State::event or similar
there should be a MouseMoved event
David LeGare
@randomPoison
So, uh, is it a deliberate design choice to not have mouse movement in InputHandler? Or just hasn't been implemented yet?
Sten Verbois
@stenverbois
Movement events are pushed to the EventChannel<InputEvent> event channel as InputEvent::MouseMoved by the InputHandler