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Comments (9)

JesseTG avatar JesseTG commented on May 27, 2024

What's so improper about what currently exists, if I may ask?

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junkdog avatar junkdog commented on May 27, 2024

The current one doesn't tell you how much overdue processing is, ie: when the entities are processed you can't tell how much time has really passed in regards to the requested interval. Makes interpolations difficult.

Ofc, DelayedEntityProcessingSystem is an even bigger mess, but I've never used it myself -> I tend to repress it.

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Namek avatar Namek commented on May 27, 2024

Well, what bugs me with DelayedEntityProcessingSystem is that I can't use my custom delta. I have class GlobalTime where I do get all delta times from. Since I do not use world.delta it's always 0 and so the ExpirationSystem doesn't actually progress.

Are you going to implement it such way that I could provide custom time deltas?

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

@Namek would it be possible to instead set world.delta = GlobalTime.delta; before process is run? That's how I typically set a custom delta in Artemis.

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Namek avatar Namek commented on May 27, 2024

No?

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

I mean, can you give some insight into your particular use case that makes that impossible.

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Namek avatar Namek commented on May 27, 2024

Sometimes I want to pause the game but not really entirely. That's why I needed to customize flow time per system.

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

Makes sense!

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DaanVanYperen avatar DaanVanYperen commented on May 27, 2024

@junkdog already covered in 2014! :D

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