Post by Admin on Jul 16, 2016 2:58:55 GMT
Simon Schmid @sschmid Aug 10 2015 03:40
@bcatcho I added support for components with multiple PoolAttributes this Friday. There is no new github release yet, but if you want to give it a try, you can checkout develop. The feature arranges indices in the distinct lookups in a way that components with multiple PoolAttributes have the same index in all lookups
[PoolA, PoolB, PoolC]
public class SomeComponent : IComponent {}
Brandon Catcho @bcatcho Aug 10 2015 23:29
@sschmid @mzaks This sounds great and the reasoning for the past issue and future feature seems sound. I will stay off the develop branch for now but will check this out in the next release.
One of my initial reasons for looking into multiple pools was that I had some components (related to fx, animation and camera) that I wanted to run on Update or LateUpdate while I ran the game simulation in FixedUpdate. Furthermore, they didn't seem need to be in the other pools. I thought it would be nice to reuse some Components and Systems like Position or Timer.
At the end of the day I figured I was making my life more complicated than it needed to be. I only have about 20 components, so space is not the worst concern at the moment. I'm just trying to figure out how to grow my architecture while it's still simple and small.
@bcatcho I added support for components with multiple PoolAttributes this Friday. There is no new github release yet, but if you want to give it a try, you can checkout develop. The feature arranges indices in the distinct lookups in a way that components with multiple PoolAttributes have the same index in all lookups
[PoolA, PoolB, PoolC]
public class SomeComponent : IComponent {}
Brandon Catcho @bcatcho Aug 10 2015 23:29
@sschmid @mzaks This sounds great and the reasoning for the past issue and future feature seems sound. I will stay off the develop branch for now but will check this out in the next release.
One of my initial reasons for looking into multiple pools was that I had some components (related to fx, animation and camera) that I wanted to run on Update or LateUpdate while I ran the game simulation in FixedUpdate. Furthermore, they didn't seem need to be in the other pools. I thought it would be nice to reuse some Components and Systems like Position or Timer.
At the end of the day I figured I was making my life more complicated than it needed to be. I only have about 20 components, so space is not the worst concern at the moment. I'm just trying to figure out how to grow my architecture while it's still simple and small.