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Blinker POC. Possible framework for constantly-updating entities. #406
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generation and tracking used IDs to id_generator.rs
Yeah, most of the weird |
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This is looking pretty good! I'm optimistic that this will be able to be merged relatively soon, although, especially since I'm not that confident in this part of the codebase, it will need a review from @Ralith before it's ready to merge.
All right, the blinker now actually syncs back to the client. I have no idea how I would go about actually rendering it, though... |
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All that's left from me are minor nits.
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. |
I agree, that's why I'm deciding to finish now rather than waiting to do that. |
Also divorced the ID generation code fromNevermind; that has been entirely revertedserver::sim::Sim
.Still todo for a full feature: making a generic system for entities to sync back to the client.
Future:Nope, I realize now that that was a short-sighted, C++-pilled ideaTickerEntity
should be the component associated with any constantly-updating entity, and the actual ticker-specificTicker
struct should be moved to be its own component, with theticker
field inTickerEntity
denoting whichComponent
the ticker is held in.