Alec McEachran
Alec McEachran
That doesn't feel like a great solution to me. It forces you to roundtrip through Redux state during a drag. I'm currently needing to do an elaborate workaround, something like:...
Hi Pawel, Thanks for your question. It's a tricky issue, for sure. There are several approaches that you can take. Firstly, you could inject a signal or event dispatcher into...
My plan is to create an ID for each entity and component, then to separate encoding into two parts: 1. encode the components under their IDs into a hash and...
Yeah, ok that makes sense. I think that this would be a significant feature. In this case your entity has {Gun, Gun, GunControls, Position} so it'd need to be parsed...
Yeah, I see the problem. The combinatronics become extremely messy extremely quickly. There are lots of workarounds - everything could have a Guns component wtih a vector of Guns instead...
If the player had multiple thought bubbles, then why can't you have a ThoughtBubblesComponent with Array? It means one extra loop per entity with a thought bubble, but at the...
Hi guys, so I have been thinking a little more about whether there's a way to implement a solution to the problem that Ian perceives that is satisfactory. I have...
I do think that there is potential to allow a Node to specify an interface/base-class and match any implementing classes. Once I can roll out a bitfield implementation across current...
I just upgraded to `"use-tweaks": "0.3.2-alpha.0"` and still see the problem you describe. 🤷
I've found a problem with my suggested solution; I will look into an improved solution when I can.