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Cutscenes are currently kinda grody blobs of code that just get an IoSystem and go to town. That makes the experience hard to keep standard, because anything I implement in the base game has to be manually implemented in cutscenes too. It also makes them less compatible with the Game/Gameplay system I'm trying to build, which periodically asks the game to render itself rather than the game entirely controlling the IoSystem.
There are two decent options, as I see it:
Add a special carveout for cutscenes and bake them into the engine as a first-class feature, which gets exclusive control over the IoSystem while it's running. Cutscenes still largely have to reimplement things, but they're at least compatible with the Game/Gameplay system.
Write a different async-ish executor for IO stuff (maybe with Screen::render being the only awaitable? or a new one, "frame"/"io"/whatever?) to give the engine a hook for all its orchestration.
The text was updated successfully, but these errors were encountered:
Cutscenes are currently kinda grody blobs of code that just get an
IoSystem
and go to town. That makes the experience hard to keep standard, because anything I implement in the base game has to be manually implemented in cutscenes too. It also makes them less compatible with theGame
/Gameplay
system I'm trying to build, which periodically asks the game to render itself rather than the game entirely controlling theIoSystem
.There are two decent options, as I see it:
IoSystem
while it's running. Cutscenes still largely have to reimplement things, but they're at least compatible with theGame
/Gameplay
system.Screen::render
being the only awaitable? or a new one, "frame"/"io"/whatever?) to give the engine a hook for all its orchestration.The text was updated successfully, but these errors were encountered: