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Actually, I take some of that back. This is great:
It's a little black boxy, but an ember with default parameters is nice to have. And adding an optional Message to change the behaviour could be quite cool? |
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My first take on the boat game was made in one big ember using many scripts.
See: https://github.com/droqen/23-08Sturgeon/tree/master/w10_skatemouse/src
As I adjusted to
enum-support
and broke the project into embers, I found it much harder to make interoperable, re-usable code.See: https://github.com/droqen/23-08Blue/tree/main/BoatGameBlue/embers
For example, I have an ember named
boatblue_selfie_camera_mouse_tilt
that spawns a camera that reacts to the mouse. Very nice and convenient. But I'm sorta at a loss for how to expose this for re-use.I'm going to experiment with using Messages next week, but this seems like a messier way of connecting embers. Is it intended usage? It's taking a while to get my head around Messages as the way for embers to talk to each other as well as the way for client and server to talk to each other, when importing modules and calling functions on those modules is a more 'normal' way to do it in my mind. (Or even defining classes and then instantiating classes, passing data that way.)
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As of right now it is definitely more convenient for me to just make one big ember full of little script pieces (as in
23-08Sturgeon/w10_skatemouse
- the first link given). Build times are shorter, build sizes are smaller. I know that once ember hot switching comes in and is convenient, that new killer feature will make a major difference, and that it will be very important long-term! But, the downsides will certainly remain.Beta Was this translation helpful? Give feedback.
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