Post by Admin on Jul 16, 2016 4:25:23 GMT
Kamil Chmurzynski @cloudjubei Sep 11 2015 02:45
@astro75 & @zyzyxdev in our project we do something very similar to what you have above - but as @sschmid says - you can directly apply the effects if it's something simple enough
astro75 @astro75 Sep 11 2015 09:31
I've ported the generator to roslyn. github.com/astro75/Entitas-CSharp/tree/roslyn-generator/Entitas.RoslynCodeGenerator
To build this you will need to download nuget package references via visual studio or some other way.
Didn't have time to test this, but most of the things should be working.
CodePoKE @gjroelofs Sep 11 2015 17:15
Very nice.
I'd argue that quite some people are using Systems though. astro75/Entitas-CSharp@ce579f9
Any comments on Unity integration, as in does it require the Roslyn Compiler (I expect it to) and how does this affect the rest of your project? (as in the same caveats as outlined here: bitbucket.org/alexzzzz/unity-c-5.0-and-6.0-integration/src ?)
astro75 @astro75 Sep 11 2015 17:38
@gjroelofs finding constructor with no parameters wasn't trivial to implement. So I skipped it because this generator is not mandatory to test if roslyn is viable to use as the generator. And why is it looking for a constructor anyways?
I didn't work on Unity integration yet. But I think this generator should not be inside unity folder, because it needs a lot of roslyn dlls and that may slow down unity compilation times. Also it may not even compile on unity because it needs .NET 4.5. Unity integration should probably just call the compiled binary with command line parameters.
astro75 @astro75 Sep 11 2015 17:45
It will not require you to compile your project using roslyn compiler.
Maxim Zaks @mzaks Sep 11 2015 18:26
@zyzyxdev @astro75 creating separate components / entities for the ui events or as a matter of fact for every interaction from outside is useful when you want to implement record / replay functionality as for example described in this talk www.gdcvault.com/play/1021825/Automated-Testing-and-Instant-Replays
@astro75 & @zyzyxdev in our project we do something very similar to what you have above - but as @sschmid says - you can directly apply the effects if it's something simple enough
astro75 @astro75 Sep 11 2015 09:31
I've ported the generator to roslyn. github.com/astro75/Entitas-CSharp/tree/roslyn-generator/Entitas.RoslynCodeGenerator
To build this you will need to download nuget package references via visual studio or some other way.
Didn't have time to test this, but most of the things should be working.
CodePoKE @gjroelofs Sep 11 2015 17:15
Very nice.
I'd argue that quite some people are using Systems though. astro75/Entitas-CSharp@ce579f9
Any comments on Unity integration, as in does it require the Roslyn Compiler (I expect it to) and how does this affect the rest of your project? (as in the same caveats as outlined here: bitbucket.org/alexzzzz/unity-c-5.0-and-6.0-integration/src ?)
astro75 @astro75 Sep 11 2015 17:38
@gjroelofs finding constructor with no parameters wasn't trivial to implement. So I skipped it because this generator is not mandatory to test if roslyn is viable to use as the generator. And why is it looking for a constructor anyways?
I didn't work on Unity integration yet. But I think this generator should not be inside unity folder, because it needs a lot of roslyn dlls and that may slow down unity compilation times. Also it may not even compile on unity because it needs .NET 4.5. Unity integration should probably just call the compiled binary with command line parameters.
astro75 @astro75 Sep 11 2015 17:45
It will not require you to compile your project using roslyn compiler.
Maxim Zaks @mzaks Sep 11 2015 18:26
@zyzyxdev @astro75 creating separate components / entities for the ui events or as a matter of fact for every interaction from outside is useful when you want to implement record / replay functionality as for example described in this talk www.gdcvault.com/play/1021825/Automated-Testing-and-Instant-Replays