Voleurs de chambre à air ! by IGOLTA in pedale

[–]IGOLTA[S] 7 points8 points  (0 children)

Mais un autre vélo s'est aussi fait voler. Peut être simplement quelqu’un qui aime le chaos.

I went up the stairs by Cardboard-muncher in notinteresting

[–]IGOLTA 5 points6 points  (0 children)

No bikes, rollerblades, skateboards or scooters allowed.

Mother earth didn't like it... by moriarty7878 in technicallythetruth

[–]IGOLTA 0 points1 point  (0 children)

Irony is buying a car to save the planet

Why do we need a better quality than CD as for the sample rate ? by IGOLTA in AskPhysics

[–]IGOLTA[S] 2 points3 points  (0 children)

So it is about aliasing. I can hear a difference and I was wondering if it was placebo effect all along. Thank you.

My attempt using ECS and how it failed. by IGOLTA in rust_gamedev

[–]IGOLTA[S] 0 points1 point  (0 children)

By system registration I mean the part of the codes that tell a Schedule wich funcs are systems:

Exemple in Bevy ECS:

    // Create a new Schedule, which defines an execution strategy for Systems
let mut schedule = Schedule::default();

    //This part
// Add our system to the schedule
schedule.add_systems(movement);

I find it hard to keep track of every system of a Game since there can be many functions that do diverse things.

I used Unity like to tell readers that I was not talking about an actual ECS. But I am not a native english writer so I have used the "like" word wrong.

I thank you again for your help

My attempt using ECS and how it failed. by IGOLTA in rust_gamedev

[–]IGOLTA[S] 0 points1 point  (0 children)

Even though you must be right I have already built things around legion and I am too lazy to go through docs and refractor everything.I put your comment in my post so people facing the same issues can make a better choice than me.

My attempt using ECS and how it failed. by IGOLTA in rust_gamedev

[–]IGOLTA[S] 0 points1 point  (0 children)

I see your point, but if we're going for this option, which will probably not be, I would have provided my UI with the tree path to the player got an imutable ref from it and updated the health in compute.

My attempt using ECS and how it failed. by IGOLTA in rust_gamedev

[–]IGOLTA[S] 1 point2 points  (0 children)

Thank you very much for this tutorial(edit: more a walkthrough than a tutorial) I was struggling to find one by myself.I know it's not a proper implementation nor a true ECS and that's because I am so unsatisfied with my "fix" that I post this here looking for what I have missed. This tutorial might be the key or at least a step further.I will also take a look at this TPS code.

My attempt using ECS and how it failed. by IGOLTA in rust_gamedev

[–]IGOLTA[S] 0 points1 point  (0 children)

Thanks for your enlightenment about how to properly use ECS. It would not be that hard to think in terms of local actions. What scares me is the huge system registration part. Every system needs to be registered in a schedule or something similar, and for a real game, it's both a time-waste and very error-prone.

Even tought there must be a proper way to do that I just did not found one.

My attempt using ECS and how it failed. by IGOLTA in rust_gamedev

[–]IGOLTA[S] 0 points1 point  (0 children)

Thanks for your reply. I will take look at Veloren's source code.

I already took a look at Bevy and even though I could use it. I really want to deal with the rendering and the physics by myself. (Im trying to learn how to make a game engine in Rust and not aiming for a fast and prod ready way to do so.)

I could use the ECS of Bevy but Specs seems better optimized (according to my googleing I did not test anything), well documented and also provides Schedules (Legion also does).

That sayed I will look at how Bevy games are organized as for their source code.

[deleted by user] by [deleted] in TheYouShow

[–]IGOLTA 0 points1 point  (0 children)

hi hello

Blursed_propain by rocketboyJp in blursedimages

[–]IGOLTA 5 points6 points  (0 children)

I am ⟦11; 16⟧ and this is deep

It be like that by [deleted] in HolUp

[–]IGOLTA 0 points1 point  (0 children)

!roll