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Set by lizmat on 6 September 2022.
SmokeMachine I’m playing with a prototype of ECS in Raku… I’m not targeting performance, but I’m really liking the interface to use that. I think it’s becoming very interesting… I’m writing a test example using raylib::bindings and that’s looking good IMHO. Is anyone interested on that? I’ll be writing a blog post about that soon… 00:09
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wayland76 .tell melezhik Yeah, I didn't ask for the comparison to RakuDist. Feel free to remove that part, and replace it with a comparison to chef/ansible/cfengine instead :) . 03:19
tellable6 wayland76, I'll pass your message to melezhik
wayland76 .tell melezhik And, it sounds like the questions should be re-asked, but with Sparky as part of the mix. My point is, these are the kinds of things that I think people visiting the Sparrow site will want to know. 03:21
tellable6 wayland76, I'll pass your message to melezhik
wayland76 SmokeMachine: What's ECS?
SmokeMachine wayland76: Entity Component Systems: en.wikipedia.org/wiki/Entity_component_system 03:23
wayland76: This is the example I'm working on: gist.github.com/FCO/bde2567a11fb2c...745a0f8410 03:28
and this is how it looks: usercontent.irccloud-cdn.com/file/....29.20.gif 03:30
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wayland76 Oh, interesting, thanks! 05:53
patrickb SmokeMachine: Are you aware of Pop? raku.land/zef:jjatria/Pop 05:56
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patrickb That uses RCS under the hood. 05:56
ECS
wayland76 RCS? Instead of git? :p 05:58
Voldenet it's very cool that it works so smoothly, but rendering loop in GC-based languages sound like pain 05:59
wayland76 I wasn't aware. Very nice! :)
Voldenet if I were to code a game in raku, i'd build (add/remove/modify) renderable objects in raku, maybe also handle mouse/keyboard events, but main loop would be low-level 06:02
with code being executed only when keyboard/mouse/timer events get fired (so if the game is idle and has no timers, it doesn't even run actual game code) 06:04
of course, it'd be fully event driven which might be even worse in some cases, but still that's what I'd do :D 06:09
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disbot4 <antononcube> Has any game been implemented/demoed/released using "Pop" ? 14:00
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ab5tract Not that I know of 15:11
SmokeMachine patrickb: Cool!!! I didn't know about that! I'll probably steal some ideas from there :) 15:13
my first initial version of ECS is on github if anyone is interested: github.com/FCO/ECS
arkiuat when I look up "Too few positionals passed; expected 2 arguments but got 1" I see a lot of old bugs that have gotten fixed; I'm getting it now and I can't figure out why 15:22
which traces down to this, which is just to bind the attribute: submethod BUILD( Real:D $!xlong ) { } 15:23
every call on the way down to that one has an arg supplied, and I presume the second one would be self
otherwise I have no idea why it would want two positionals 15:24
disbot4 <antononcube> @arkiuat Hard to say without looking at the code... What happens if you give a default value to Real:D $!xlong ? 15:27
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guifa ugh finally back online 15:31
Apparently libera isn't a fan of VPNs nor of the main network I had
arkiuat well, that's weird. When I supply a default value for the parameter of the BUILD submethod, I get an error "ambiguous call: these signatures all match" referring to different class that wasn't at all involved in the call chain of the error that I was reporting 15:34
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arkiuat and one of the "signatures that match" is Mu:D $:: *%_) from SETTING::src/core.c/Mu.rakumod line 56 15:35
so I guess I'm going to have to golf this down to a minimum repro or something :(
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guifa I *think* I figured out a way to handle the HTMLWindow without using stdin/stdout and instead NativeCall 16:01
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arkiuat I left out a colon. submethod BUILD( Real:D $!xlong ) { } needs a colon in from $!xlong. It just results in an LTA error message :D 18:45
s/from/front of/
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SmokeMachine weekly: dev.to/fco/ecs-in-raku-a-toy-frame...ystems-nmm 19:39
notable6 SmokeMachine, Noted! (weekly)
patrickb antononcube: I think pop itself contains a small example game, a remake of Celeste. 19:41
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