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    Theron Daniel Huffman
    @TokyoDan
    Is anybody here?
    Andrew Macdonald
    @andoowhy
    Hello
    tbriley
    @tbriley
    Ooo hello
    Gary
    @ggspringer
    Howdy
    Pseudoabdul
    @Pseudoabdul
    Hi Andrew. I am just getting started with trying EgoCS. The documentation is pretty good but an example project would go a long way. I noticed there was some sort of shape ping pong gif?
    Andrew Macdonald
    @andoowhy
    Hi @Pseudoabdul, you can find an example project here: https://github.com/andoowhy/BreakoutWithEgoCS
    Andrew Macdonald
    @andoowhy
    I started working on a tutorial for Breakout With EgoCS. It would walk you through building the project from the ground up, but I haven't made time for it lately.
    mcdroid
    @mcdroidgame_twitter
    hello people
    mcdroid
    @mcdroidgame_twitter
    in the Movement example, if I remove the override start of the MovementSystem.cs and instead drop a capsule in the scene and add a Movement component, the capsule doesn't move, do I need to register it? (egoEntity should do that)
    mcdroid
    @mcdroidgame_twitter
    like this:
    public class MovableSystem : EgoSystem<EgoConstraint<Transform, Movable, UIPosition>> { public override void Update () { constraint.ForEachGameObject ((egoComponent, transform, movable, ui) => { transform.Translate (movable.velocity * Time.deltaTime); Debug.Log( transform.position.ToString()); ui.text.text = transform.position.ToString(); }); } }
    public class MovableSystem : EgoSystem<EgoConstraint<Transform, Movable, UIPosition>> { public override void Update () { constraint.ForEachGameObject ((egoComponent, transform, movable, ui) => { transform.Translate (movable.velocity * Time.deltaTime); Debug.Log( transform.position.ToString()); ui.text.text = transform.position.ToString(); }); } }
    (damn formatting!)
    Andrew Macdonald
    @andoowhy
    According to your constraint, the capsule will need a Transform, Movement AND UIPosition Component to work with your MoveableSysyem.
    mcdroid
    @mcdroidgame_twitter
    Gotcha, I misunderstood that constrain was a union - I changed the code to only require Transform and the Movable component, still nothing happens
    mcdroid
    @mcdroidgame_twitter
    if I copy paste your example from the github page the cube nullrefs on the movement component, seems the AddComponent<Movement> isn't add the Movement component
    and the capsule isn't even part of the ForeachGameObject so maybe it's filtered out despite having Movement and Transform
    might not be registered?
    mcdroid
    @mcdroidgame_twitter
    I get it - EgoComponent is the one doing the registering. Components shouldn't inherit from it or it won't work, simple monos
    Martynas Bajoraitis
    @RIAwolf
    Hello :) i have just finished watching you presentation "Introduction to Entity Component System with EgoCS". Your framework seems to have answers to my architectural problem i have been having in my project. I was wondering how practical EgoCS would be for city builder game. You did mention that AI with pathfinding might be an issue. thanks :)
    Andrew Macdonald
    @andoowhy
    The biggest issue I forsee using any ECS for a city building game is that a lot of game systems (not ECS-specific systems, but more abstract player-describable systems like "Traffic" or "Population" systems) will deal with data "owned" by multiple objects.
    For example, your game could include a mechanic / rule for property values, where a single bad or excellent house can dramatically affect the neighborhood. It's an easy design to write down, and easy for the player to grok.
    ECSs excel at manipulating individual GameObjects and their specified Components, but it's harder and uglier to deal with arbitrary groups of GameObjects (and their Components) that affect each other.
    I'm working on EgoCS 2.0, where Constraints will be completely separated from and orthogonal to Systems. This will let one System query multiple Constraints at a time, which will make filtering, selecting and transforming multiple GameObjects relative to each other much easier. There is no ETA, but I'm on vacation for the holidays soon, and I'm setting aside ample time to flesh out my 2.0 ideas.
    tbriley
    @tbriley
    @andoowhy not wanting to just shill my own thing here, but if you're looking for inspiration:
    i definitely pulled a lot of ideas from uframe, and went over your project a few times before branching off the main ecsrx stuff
    groups and data streams are very core - in the next couple of months i'll be working on making them even more so. like injectable streams are at the top of my priority list, i am thinking of replacing my event manager entirely with these
    SpectralEdge
    @SpectralEdgeLLC_twitter
    Greetings, trying to figure out your system and it is fairly nifty.
    my question is how to use the foreachgameobject while using a parent filter?
    SpectralEdge
    @SpectralEdgeLLC_twitter
    sorry, I call them filters. You call them constraints.
    Andrew Macdonald
    @andoowhy
    Have you read the Parent Constraints section on the wiki?
    SpectralEdge
    @SpectralEdgeLLC_twitter
    I have now. I read it when I originally downloaded it, then couldnt remember where id seen it. I kept looking in source files assuming I had read it there, and then on github (but not the wiki). Thanks. Geez
    S. Tarık Çetin
    @starikcetin
    Hello people. I am planning on using EgoCS for my new project. Should I use the master branch or 2.0 branch?
    Andrew Macdonald
    @andoowhy
    Master.
    S. Tarık Çetin
    @starikcetin
    alrighty