it's probably not going to make sense for them to operate in anything but the one context they belong to though, is it?
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i mean if that's not the case then passing rather than storing context definitely seems called for
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Replying to @chaosprime @emtinson
I guess this really comes down to how do you uniquely identify an entity, and the entity id and it's particular host context is the UID
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I.e. entity a in context b
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i'm trying to think if i've ever had problems with the child->parent reference other than recursive debug dumps containing the universe and nothing's coming to me
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have you had other classes of problem
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Replying to @chaosprime @unormal
Oops, missed this one sorry. So I had some more structural problems building my engine that were related to this kind of upward reference but honestly I said that before Brian told us the database was a context object. I ended up passing the context in, but 1/2
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only because the serialisation method I used (which is bad, hacky and will be replaced eventually) worked best without circular structures
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(It serialises the entire application state, not just the stuff you’d expect to be in a game save file, because I was paranoid about rng seeding but also very lazy)
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Chaos Retweeted Brian Bucklew ₑͤ>∿<ₑͤ
okay, that makes sense, and
@unormal should be safe from ithttps://twitter.com/unormal/status/1102837230018662402 …Chaos added,
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ima say embed that puppy then
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Replying to @chaosprime @unormal
yeah it looks like Brian’s architecture is different to what I assumed from that snippet
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