Karl Bergström
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...