wrongu
wrongu
I've been working under the assumption that Sigma is already ECS, so your PR that makes it _more_ like ECS will still be compatible :). I haven't had a chance...
@adam4813 I understand how the current system works, I just don't like that it requires components to know about shader details like the names of inputs. I'm trying to abstract...
I also like the bank account example. But this thread went a bit off-topic. I'd like a little more feedback from @adam4813 before continuing with my pipeline branch. Namely, 1....
Catageek, thank you for taking the time to explain. You are very thorough! I have questions but I won't put them here yet until I've had more time to think...
After chatting with Adam and Meisaka, it looks like what I have been describing all along is really just a Scene Graph with the possibility of fancy handling of shaders....
I have a blur shader written on a testing branch: https://github.com/wrongu/Sigma/tree/blur_test The blending bloom shader would be easy enough to add also. It would be quick to update and merge...
The only real difference between the current setup and post-processing is the ability to do texture ping-ponging. Part of me thinks that examples should come before pipeline, the other part...
> There must be a feature taxonomy and an explicit dependence management at the feature level, not at the component level. There must be a taxonomy of components also. Once...
This could alternatively be configured to run twice, once from seed and once without. Or n times with n seeds. Or any further combination. Ultimately up to you of course....