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LP
@grofit
I was thinking about making it so the executions of systems could be async as its very little work for me to do so, but the problem is more with the async overhead
I think one of the bigger things would be if you could split the systems to their own threads, but that would be a nightmare as you would need to keep joining constantly for the components to get updated
I think someone did take a fork and was trying to create some reactor style pattern but not sure how far they got
Kirill
@KumoKairo

potentially block whatever thread its on for a bit

So it is multithreaded?

I think one of the bigger things would be if you could split the systems to their own threads, but that would be a nightmare as you would need to keep joining constantly for the components to get updated

This is it, making it multithreaded is a whole another story

This is why I said that the chain can't possibly execute another observer if it's blocked for 2 seconds by another
(it was more of a guess though as I don't know the internals)
LP
@grofit
most of these questions are "rx" questions, not really anything specific to my lib, so im probably not the best person to answer
but to my knowledge rx is single threaded, however it does have schedulers under the hood and does have reference to main threads, so although I believe it all works on one thread, there is code in there which can move to multithreaded stuff I think
LP
@grofit
Due to the way EcsRx is designed, you just use raw rx to describe "when" your systems should be triggered so all of these concerns are mainly up to the developer to decide, as if rx can do multithreaded stuff there is nothing stopping them using that functionality but they just need to manage the thread locking/joining within their systems I guess
LP
@grofit
close to some sort of demo version thing I think
but I really need to think about the architecture of it a bit more
so its extensible
LP
@grofit
been a bit busy on other stuff, what are peoples opinions on where codegen spits out to? i.e currently I am just having it so you create a project in a given folder (creates a json project file there) and then it will basically just generate from that folder, so its up to you as the consumer to have your csproj files include the codegenned stuff
I can potentially hook into and re-write the csproj files to some extent but I may not know where they all live or their names etc so it can be a bit of a pain but as a first stab would anyone lose their minds having it where your code is genned wherever your project file lives (obviously it will create folders within there based on namespaces etc) and then you manage how you get that into your project
Kirill
@KumoKairo
Can't we have a setting line on where to generate the code? Or even specifying a .csproj file in which to include the generated files
But I would definitely expect new files to be included in the .csproj automatically
If I have to include all generated files manually it nullifies the whole purpose of an automated generation pipeline. Besides, writing into .csproj files is purely text-based and will pose little difficulties
To make it simpler you may export a completely new .csproj with all of the files included so it can be "referenced" in the solution menu
LP
@grofit
yeah could do, atm I am hoping to use the tool for other languages too
but there is a .net specific library that I can put this stuff into, and in terms of manually/auto adding files to projects, in .net core projects they tend to do wildcard based folder structures anyway so it will automatically pick up new files added/removed
its just .net framework ones which are not entirely sure...
but yeah maybe it can generate a csharp project for youthen you just include that
Kirill
@KumoKairo
Maybe you could make it extensible so a custom addon for .csproj file manipulation could be added after the generation but only for certain project types
Like a generation pipeline with optional steps
And an ability to add custom ones
LP
@grofit
yeah, there is already the notion of plugins
its just how to best hook everything in
Bradamante3D
@Bradamante3D
hi there. I am using uFrame.Kernel in my project
can I ask questions here?
I am using the [Inject] attribute from uFrame.IOC. problem is that the injection doesn’t seem to work if the uFrameComponent I am using it in is in another scene. the Inject only seems to work if the uFrameComponent is on the uFrameKernel scene
LP
@grofit
@KumoKairo did you say that you were binning off Entitas or are you still looking to use it going forward, i.e you may still be interested in a visual editor for it?
as I am getting to a point where this thing is almost functional, its not pretty and has a lot of quirks and the outputted code is not formatted nicely atm due to a dependency issue, but am thinking about doing another "real world" generation thing, and I was thinking about doing ASP MVC or something but then I though that Entitas may be a simpler one to try if there was still some appetite for it
Kirill
@KumoKairo
We've made a custom generic version of it to increase overall usability and we're basically done with it like it is. Some small tweaks here and there but nothing exceptional.
As for the visual editor - we are currently researching different ways of bundling scripting code (or visual code) into asset bundles separately from the main C# code that goes into the APK/IPA builds to enable some on-spot functionality that can be downloaded separately as a "standalone" bundle without the need of updating the store builds themselves
Something like Lua
I don't really thing we need a visual editor for our "core" code as it's relatively simple
machinetown44
@machinetown44
Not sure if anyone is still reading this, but is there a guide on extending the ECS project with custom nodes/just building stuff with Architect in general? Seems like it could be a very useful tool for building systems, but I can't find any documentation and the source code is quite cryptic.
LP
@grofit
@machinetown44 I think it was all left in a limbo state, a few community members tried to refactor and document it, but I cannot remember if anything came from it
sjsdzg
@sjsdzg
hello
Ufrane in the unity2019.4.1f1. have 200 error
it not vindicator
sjsdzg
@sjsdzg
How could this be
Micah Osborne
@micahosborne
Dont know if anyone is here still, but i got a job opening with a triple A studio (you know them im sure) between 8500 -> 10,000 /mo. if anyone is interested.
Jacob
@DeepFriedCircuits
Got any details @micahosborne ?
also, blast from the past seeing some activity here, hope you’re doin well!
machinetown44
@machinetown44
@sjsdzg i had a fixed up version that worked in 2019+, not sure about LTS though. Could upload it if you're interested
tbriley
@tbriley
@micahosborne i'm late to the party, but congrats!
LP
@grofit
oh wow, shame I didnt get the ping
good to hear hes doing well though!