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Blinker POC. Possible framework for constantly-updating entities.

Open blockmath opened this issue 1 year ago • 4 comments

~~Also divorced the ID generation code from server::sim::Sim.~~ Nevermind; that has been entirely reverted

Still todo for a full feature: making a generic system for entities to sync back to the client.

~~Future: TickerEntity should be the component associated with any constantly-updating entity, and the actual ticker-specific Ticker struct should be moved to be its own component, with the ticker field in TickerEntity denoting which Component the ticker is held in.~~ Nope, I realize now that that was a short-sighted, C++-pilled idea

blockmath avatar Jun 22 '24 18:06 blockmath

Yeah, most of the weird pub stuff probably got that way from the revert.

blockmath avatar Jun 24 '24 00:06 blockmath

All right, the blinker now actually syncs back to the client. I have no idea how I would go about actually rendering it, though...

blockmath avatar Jun 24 '24 00:06 blockmath

All right, the blinker now actually syncs back to the client. I have no idea how I would go about actually rendering it, though...

Yeah, that's going to be rather tricky. The rendering code doesn't have many examples of things being rendered besides the world grid and other players. It's possible that will need to be a separate PR.

patowen avatar Jun 24 '24 00:06 patowen

I agree, that's why I'm deciding to finish now rather than waiting to do that.

blockmath avatar Jun 24 '24 00:06 blockmath