Comments (2)
Leaving some more scratch work here. The general idea is that a system can be invoked within a context, like a predictive context. Most of the Harmony API would be updated to accept an optional context id, changing the final target of that call. Components of a different context could be stored in parallel with the components today. Contexts would just need to track this mapping from the base context schema id to the corresponding schema id within the context.
import * as Rapier from "@dimforge/rapier3d-compat"
import { Command, Context, Effect, Entity, Format, Schema, World } from "harmony-ecs"
const GRAVITY = { x: 0, y: -9.81, z: 0 }
const RigidBody = Schema.define()
const PlayerInput = Schema.defineBinary(Format.uint8)
const Players = [RigidBody] as const
enum PlayerInputIntent {
Jump = 1 << 0
}
enum MyCommand {
Spawn = Command.define({ entity: Format.entity }),
Input = Command.define({ entity: Format.entity, input: Format.uint8 })
}
enum MyEffect {
Physics = Effect.defineRef(() => new Rapier.World(GRAVITY))
}
enum MyContext {
Predicted
}
function simulate(ecs: World.World, ctx: Context.Id) {
const physics = Effect.call(ecs, MyEffect.Physics, ctx)
const players = Effect.call(ecs, Effect.Query, ctx)(Players)
for (const spawn of Command.drain(ecs, MyCommand.Spawn, ctx)) {
const actor = makePlayerActor()
Entity.set(ecs, input.entity, [RigidBody], [actor], ctx)
simulation.add(actor)
}
for (const input of Command.drain(ecs, MyCommand.Input, ctx)) {
Entity.set(ecs, input.entity, [PlayerInput], [input], ctx)
}
for (const [e, [b, i]] of players) {
for (let _ = 0; _ < e.length; _++) {
const body = b[_] as Rapier.RigidBody
const input = i[_]
if ((input | PlayerInputIntent.Jump) === PlayerInputIntent.Jump) {
body.applyForce(/* ... */)
}
}
}
}
const ecs = World.make(1e5)
const pipeline = Pipeline.make(
System.make(simulate),
System.make(simulate, MyContext.Predicted)
)
We could then target one system vs the other with a server snapshot etc.
from harmony-ecs.
Better yet, systems could be passed a World
wrapped with the present context id, i.e. a tuple of (World, Context.Id)
, removing the need for the API to accept the optional context parameter:
// `ecs` is actually (World.World, Context.Id)
function simulate(ecs: World.World) {
for (const spawn of Command.drain(ecs, Commands.Spawn)) {
// ...
}
}
from harmony-ecs.
Related Issues (4)
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from harmony-ecs.