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ok fuck you that's it uninjects your dependencies

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god my brain's been so cooked by Enterprise Software it's been a year already and i'm still like "you know what this Unity game is missing? CQRS and event sourcing and a dependency injection framework"

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fr though my half-baked "ECS but with Testable Commands" idea has to be at least sort of something

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@eclairwolf i feel like you’d enjoy the AppUI unity package

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eli (ˈe̝ːli), vampire kitsune

stupid, dont read
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@eclairwolf though tbf i have a Lot of feelings about ecs’ current state of querying – especially given its over-reliance on component types and not enough on data or relationships. i wrote my ecs article earlier this year with a pt. 2 planned about how querying in ecs should more closely resemble database queries – probably something like a RDBMS query language at first but hopefully eventually into something like a neo4j cypher-like language which can query based on entity relationships. i would love to be able to, for example, query all enemies in an active battle scene to determine the valid targets of a spell which automatically kills enemies that are under 10% HP

match (:Player)-[:IS_BATTLING]->(enemy:Entity)
where (enemy.current_hp / enemy.max_hp) * 100 < 10
return enemy

https://git.kitsu.cafe/rowan/graph-ecs

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eli (ˈe̝ːli), vampire kitsune

re: stupid, dont read
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@eclairwolf ecs libraries like FLECS already store their components in graphs that they build/traverse when components are added/removed (these are called archetypes). i feel like it’s a natural next step to be able to query entities and components as a graph.

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@rowan you would be right (hell yea Observables)

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@eclairwolf frick yeah love observables (also check out r3 if you want a general reactive library for unity)

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