Daniel Grinshpon

Results 5 comments of Daniel Grinshpon

I'm not sure if this is the right thread, but I think `GameError` should have a variant for custom errors so that there's no need to create a wrapper around...

That's not an unneeded conditional. It says if the damage value is zero the function returns zero.

Ah, I see, thank you! Just curious, is there a significant performance difference in calling `run` once and keeping it active, versus calling it once or more each frame?

This is definitely interesting. I don't have an ultra-specific use case, but I'm drawing out a framework I'd like to make that utilizes the advantages of an ECS architecture but...

I realize that. When I can write out a concrete case I'll come back to this issue to describe it.