Karl Bergström

Results 68 comments of Karl Bergström

The goal of this RFC is to be able to write code with looser restrictions than the existing APIs, while sacrificing performance in a few ways. Parallelism will not be...

> Could you provide examples that require the world overlays? Arbitrary callbacks which add/remove entities or components, even while borrows to disjoint components are held elsewhere.

It's not implemented yet afaik. Feel free to do so 😁 If you would like a more extensive example or framework for serializing entities, please take a look at my...

I have implemented `serde` support for `World` in https://github.com/TomGillen/legion/pull/40 Maybe that could help in this case?

Glad to hear! The current format is indeed optimized for speed of load/save. I measured about 2 seconds for 1 million entities with a Vec3 component. I am also working...

I really think a struct is needed here. Closures are just not enough to provide multiple hooks as per #164 while still having named variables shared across these. If a...

https://docs.unity3d.com/Packages/[email protected]/manual/transform_system.html Here's Unity's docs for its design.

EntitySource is implemented for tuples, but in Rust, `(Transform::new())` is not a tuple, you need to add a comma after the first element: `(Transform::new(),)`

@jaynus would have to correct me but I think the Prepared* APIs were intended for use inside of System scheduler implementations? PreparedRead has a Safety section, but the ResourceSet impl...

How about instead of changing the current implementation, allow the user to get a "ComponentStorage" wrapper that allows for borrowing the entire storage instead of a single component, and let...