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Plans for Barrage #5
Replies: 6 comments 3 replies
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That sounds fabulous! I'm gonna recommend you take Locomo as well. We use Locomo for a lot of datastructure dependency management, along with skeleton key, and as we find parts of artillery you'd end up reproducing, we can defactor as much as possible into Locomo or SK depending on fit. I have one more big barrage feature planned, and that should be up soon, but it doesn't cause any API changes. It's a new broadphase option. We also have some fast filters that @hasenbas just finished which you will 100% want. The executor is an interesting one — let's talk specifically about that when you're ready! |
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I think that factoring most of the existing executor into a base class
makes a ton of sense. That doesn't make a TON of sense to live in barrage,
but it's not stupid to put it their either.
…On Fri, May 23, 2025, 5:08 PM Jake S ***@***.***> wrote:
The executor was probably where I was going to start. I'm going to need to
write one anyway if I'm going to use Barrage by itself so to me it just
makes sense to do that first. Happy to hear how you think I should approach
it.
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How would you feel about factoring it out into its own little plugin that both Barrage and Artillery can depend on? That feels slightly overkill to me but it could work. Personally I do think it makes a decent amount of sense to have it in Barrage in order to make Barrage function as its own entity that Artillery augments the functionality of - but I'm open to all approaches. |
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Actually, I think factoring the threading machinery into a plugin makes
sense. All the threads share a ton with each other, including the cabling
thread. Right now, there's no good way to express that.
…On Fri, May 23, 2025, 8:35 PM Jake S ***@***.***> wrote:
How would you feel about factoring it out into its own little plugin that
both Barrage and Artillery can depend on? That feels slightly overkill to
me but it could work.
Personally I do think it makes a decent amount of sense to have it in
Barrage in order to make Barrage function as its own entity that Artillery
augments the functionality of - but I'm open to all approaches.
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Almost done with some major work on the physics system. |
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Awesome! I'd love to hear about what you've done. I've been wanting to work on this but I've been helping my mother move for the past week. For moving the threading into its own plugin - would you want to move ALL of the threading stuff into its own plugin? Executor, ticklites etc? Essentially isolating the sim/render decoupling into a plugin like we discussed previously. Or would you go for something a bit less complicated? |
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Okay - now that we've got the monorepo fixed up, I'd like to discuss some of my plans for what I'd like to contribute. I'm specifically focused on Barrage since that is the portion that provides the most tangible benefit to CoS - having support for full sim/render decoupling via Artillery would be neat, but at this moment is kind of overkill.
The first few things I'd like to try and get working are:
I'd likely start with #2 just while I find my feet and get more familiar with the code base, but I can't leave #1 on the table for too long either.
Thoughts?
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