Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.
@bubbline for entity data, i would recommend Scott Bilas old presentation, you can find it here: https://en.m.wikipedia.org/wiki/Entity_component_system
It's from the time before ECS meant data oriented design, and i think it has a point on composition and data inheritance that is a bit lost on the new ECS stuff.
Luxe engine blog has a bunch of articles on their entity system. Unity has some low level presentations on their system, and i think Rune blogged something about it too https://runevision.com/
@ocornut @dougbinks @zeux i think there's a niche in the imgui world where skribidi could be useful, eg a localization or a quest editor. i think in that case choosing to use more expensive and complex widget can be justified.
I was sketching out requirements for skribidi backends the other day, and imgui backend was on my list of things to look into.
I would like to find a respectful way for the projects to work together. Things can easily turn into support hell for everyone.
@floooh That looks simple indeed! I like how that does not require the tag or flag.
In my case the union version is like 24B and everything spelled out is 128B. One one hand I could make things a bit more restricted, and just allow one spelled out version, or I could make things flexible and have the tagged union, and some more memory being used.
Sometimes I like these riddles, sometimes I dont :)