Post by Admin on Jul 16, 2016 3:49:22 GMT
JuDelCo @judelco Aug 23 2015 09:21
Omg #30
Maxim Zaks @mzaks Aug 23 2015 15:49
@judelco don't get to excited, it was just a train hack. Have to go through @sschmid first
movrajr @movrajr Aug 23 2015 17:44
Next thing you know there's a full-scale generational garbage collector inside Entitas
Maxim Zaks @mzaks Aug 23 2015 17:53
lol
it's not that bad. Reference counting is transparent for users who just use reactive systems.
Only if you are keeping a reference to an entity some where in your code (which you normally should not), you should retain and release the entity. If you don't. You might end up with an entity which is not what you would expect
main motivation behind this optimisation is to have zero garbage.
JuDelCo @judelco Aug 23 2015 18:37
I like the idea so far
Although i almost have done a game without problems only doing the "DestroyComponent" trick
I never used GroupEventType.OnEntityRemoved
because anyway the entity doesn't have info
Omg #30
Maxim Zaks @mzaks Aug 23 2015 15:49
@judelco don't get to excited, it was just a train hack. Have to go through @sschmid first
movrajr @movrajr Aug 23 2015 17:44
Next thing you know there's a full-scale generational garbage collector inside Entitas
Maxim Zaks @mzaks Aug 23 2015 17:53
lol
it's not that bad. Reference counting is transparent for users who just use reactive systems.
Only if you are keeping a reference to an entity some where in your code (which you normally should not), you should retain and release the entity. If you don't. You might end up with an entity which is not what you would expect
main motivation behind this optimisation is to have zero garbage.
JuDelCo @judelco Aug 23 2015 18:37
I like the idea so far
Although i almost have done a game without problems only doing the "DestroyComponent" trick
I never used GroupEventType.OnEntityRemoved
because anyway the entity doesn't have info