re0312
re0312
@matiqo15 Perhaps the label 'C-Performance' would be more suitable for this topic.
> Could you update the "solution" part of the description with your latest changes? done!
The code and documentation are very clean and impressive ,but current impl is unsound. The following code will panic. To make it work correctly, we should only allow setting table...
> This does seem like the right call, in theory we could fix the filtering for sparse components, but setting a default filter for a sparse component would be very...
@Adamkob12 Do you have anytime to resolve conflicts to help this pr moving forword ? I don't want to miss out on such an excellent PR in 0.15 especially it...
current implementation has a flaw. Simply using Added is insufficient for correct functionality. When a main world entity is despawned or its component is modified which need to sync with...
IMO, to create a robust retained render world, we should follow these steps: 1. The render world currently generates auxiliary entities for certain elements like UI and lighting. To optimize...
take a quick review ,the current state appears to have several drawbacks: 1. some extractions system no longer run in parallel ,which could impact performance especially in real-world scenarios. however,...
> @re0312 Could you elaborate on / give an example of 2? I'm not entirely sure what you mean. Component may depend on other entities. For example, consider `Camera::RenderTarget`. If...
> Would we have to do any extra shenanigans to add a RenderId component in the main world compared to a MainId component in the render world? I did a...