#First Prototype of Generic Entity ActivationType Handling, Start Active, and Hierarchical Activation

1 messages · Page 1 of 1 (latest)

nova peak
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Entity now has a 32 slot activation mask that is handled through generic handling methods.

By registering with the EntityActiveSystemComponent you can define a custom activation type that gets it's own index position on the Entities active state mask. By manipulating its state by index, up to 32 factors of activation can play on an entities ability to be active.

I currently have "Parent" type activation registered to apply the Hierarchical Activation, and StartActive states for On Demand Activation and Deactivation that applies to the entire Entity and it's child pieces!
I'm so excited!

#1426268617124614175

plain jewel
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good sound effects lol

nova peak
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I also love that I stop with both pillars deactivated, whenever I see that I think of Donkey Kong Country's bonus levels where you pick a barrel that may have a shuffled life balloon in it.

jolly marlin
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Is there a way to view this file type on iOS?

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Discord mobile doesn’t seem to support it playing in the app

nova peak
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Oh. It's a webm. I can post another.

jolly marlin
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Super cool

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This might be a silly question, what happens if you deactivate an entity with an active simulated rigid body sitting on top of it does it fall?

nova peak
# jolly marlin This might be a silly question, what happens if you deactivate an entity with an...

That is just what I'm about to start testing next.

On the docket is adding like 100 entities with non-auto-activating components to just massively scrub Activate<->Deactivate functionality of features.

Then more intimate testing of weird components like rigidbody.

Next, I would like to collaborate with someone who has an MP project to test their MP components and things using it.

And then lastly will be some sort of performance benchmarking.

  • Spawn 10k cube entities, see how the added data/steps to spawn affect performance.
    • Do that a hundred times.
    • Then do without this system completely for comparison.

Then automated tests (I have no idea how to do those.)

And then it is poised for a public release! 🙏 🤞

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Honestly any help in some of the more bulk parts is always welcome... I'm only one person and am also pretending like I'm making a game with my internal toolset right now. haha.
This is a big piece for full functionality of my toolset, but also not something I should dedicate my every waking moment working on.

nova peak
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This is a project I mostly want to keep off the plate of vet devs to alleviate some of the overwhelming overhead they already have to do with the engine.

nova peak
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Started some Support threads to specifically gather info and strategy for the various tests necessary to validate the feature:
Automated Testing: #1433271756470354162
Benchmarking: #1433269699298332822