Anne Kitsune

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>Dynamically dispatch on the resource URL to determine the source and format (maybe integrating with the vnodes system I tried to do that last month, and it didn't work very...

![image](https://user-images.githubusercontent.com/4755185/47606818-62514980-d9e6-11e8-8bbd-dd7b5ff3cd42.png) I analysed the layout of one of the pictures. While most of it can be represented as non-overlapping boxes, some parts involve arbitrary shapes and object placements (triangle, circle)....

> This isn't quite reasonable, as draw order matters a lot for these. First you need to draw the overlay on the lowest layer, then the text, then the cursor....

I do see your point. I wanted them to be the same because that way we can have shared logic for rotations and scaling too. Also you get useful methods...

I'm not sure which solution is the best concerning the rendering When I was refactoring the selection logic (click to select an element, tab goes to next, etc), I put...

Currently I'm not sure this is something worth changing. Since you usually declare all your `System`s in the main (for small to medium games. big requires states containing other dispatchers,...

You actually have to implement this in the shred crate. If it works there, then on the amethyst side we can add it too.

I thought about it, and it may make sense to change the 'static str to a T: Eq in some cases. I'm not sure how you could make this work...

@torkleyy do you want to take note of this somewhere? Should it be reopened as an issue on the shred or specs repo?

What I meant is that having shutdown() on a system doesn't make sense, so you can skip that one when designing how to make a shutdown procedure.