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Entity Relations RFC #18
Entity Relations RFC #18
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I think the
InFrustum(camera_id)
would be especially understandable here. It's easy to see why it can't be handled by simple tag component here.There was a problem hiding this comment.
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I worry that multiple camera frustums are bit too obscure of a topic for the average gameplay programmer referring to this RFC. I agree that they're a clear example though!
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I'm not sure if this particular point is handled in any way by proposed relations. Afaict cycles are still an issue (in cases where you explicitly don't want them).
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The framing could be clearer. These problems are possible to address in a cohesive way at an engine-level by including relations as a feature. Min-relations won't hit all of these though :(
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Okay, so it's more of a future prospect. I guess that's fine.
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Clarified!
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Is &Relation correct? Following relations don't have a reference.
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Currently reference is necessary in query directly, but not used in combinators like
With<Relation<T>>
. It is used to determine if access is read-only or read-write. This is similar to how references are used on component types here.There was a problem hiding this comment.
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I know this isn't exactly the time to bikeshed, but I think we should remove "CoRelation". It's too similar to "corelation", which means totally diffrent thing.
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IMO this is better as a separate option. "Co-relation" is the obvious term for readers with a background in advanced mathematics, even if they are a tiny minority.
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I mean, I don't have anything strong to say here. In fact i've made a typo there, I wanted to point out similarity to "correlation" :P If you are not convinced to remove or replace this potential name, ignore this comment.
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Yeah, this is the main reason I dislike CoRelation and don't think it's adequate :(. Capitalizing it like
CoRelation
is better thanCorelation
for sure, but it doesn't help enough.