Look into message passing to solve asynchronous issues and component dependencies

Issue #17 wontfix
Michael Ludwig
repo owner created an issue

Threading benefits aside, the example I saw would work well for solving physics/transform inter-relationships. The physics system would push an event like TransformChanged and then any component wanting the new transform can store it. I'm not sure how the physics system would get the transform to begin with, but it's worth some thought.

Comments (1)

  1. Michael Ludwig reporter

    Issue #12 has solved the parallelization problem without using message passing. Although message passing is a nice formal way to deal with it, the amount of instantiation required is too much for a game system.

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