KonstantinTomashevich / Emergence

Flexible set of libraries for gameplay development. Currently under development.
Apache License 2.0
5 stars 0 forks source link

Better standard way to place cascade removers in graph #57

Closed KonstantinTomashevich closed 1 year ago

KonstantinTomashevich commented 1 year ago

Recently I had to start adding comments like this:

// In fixed update, removal is usually done at the end of the frame after mortality feature,
// which is usually dependent on input processing, therefore we need to make these removers
// dependencies of hierarchy cleanup.

Which is awful, because it's just binding engine-level graph layout to gameplay-specific feature -- mortality.

One possible solution to avoid such complication is to create separate common slot for transform-related cascade removal and place all cascade removers there. The same thing can be done for all cascade removers including asset ones.