Comments (6)
As far as apecs is concerned, you have to write a store that synchronizes itself over the network. I think you don't even need SystemT, you could just do it in System? I don't think anybody's tried it yet, but I think the actual synchronization would be the hard part, check this out.
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On SystemT (#9); some work by @cjenn suggests that this might no longer be an issue, but it would still require a significant redesign of the interface. I don't aim to close the issue before the final version of the paper.
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Wrt to SystemT, STM, and parallelism is there a recommended architecture for networked, multiplayer systems?
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hey @jonascarpay, the link is broken, could you point to its replacement ?
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done!
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Traffic numbers suggest people are not really interested in the paper, so I'm going to rewrite it as a proper manual some time in the near future. I might or might not end up still formally publishing the paper, but if so there are better feedback channels so I'm closing this issue.
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Related Issues (20)
- Add Generic instances for Component, Elem, Expl[Get|Set|Destroy|Members] HOT 10
- Argument order in Reacts.react HOT 2
- Passing keys between members/exists and get/set HOT 3
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- How to handle multiple potential components HOT 7
- Template Haskell function requires me to import some symbols unqualified HOT 2
- apecs-stm: newEntity_ leads to a compilation error, not newEntity HOT 4
- v0.10 wish list HOT 1
- Order of components in `explMembers` matters HOT 6
- Build failure with GHC 9.2.1 HOT 1
- Why is there no getAll / members? HOT 12
- Please enhance Benchmark Comparison chart HOT 5
- error destroying component for entity seemingly guaranteed to have that component HOT 4
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- Physics documentation is inaccurate HOT 6
- Judy-backed storage in IO HOT 5
- fails to build with ghc-9.4/Cabal-3.8 for Stackage Nightly
- New article for Apecs - maybe depreciate outdated one? HOT 1
- Apecs-Physics collision handlers still nonfunctional HOT 1
- Need help getting Enemy AI to follow player HOT 2
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