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Rearchitect cutscenes #35

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nic-hartley opened this issue Feb 4, 2023 · 0 comments
Open

Rearchitect cutscenes #35

nic-hartley opened this issue Feb 4, 2023 · 0 comments
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k: component new part of an existing system p: tuig tuig crate s: ui user interface
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@nic-hartley
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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.
@nic-hartley nic-hartley mentioned this issue Feb 12, 2023
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@nic-hartley nic-hartley added this to the v0.1 milestone Mar 23, 2023
@nic-hartley nic-hartley added p: tuig tuig crate s: ui user interface k: component new part of an existing system labels Mar 29, 2023
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