More granular Systems Pipelines that get combined into compound Systems Pipeline #1
WouterWeynants
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Oh yeah, this one is actually under construction while I'm working on similar addition for the company game we use Systems for, because of mentioned comprehension complexity, so expect exactly this in week or two :D |
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Hi PsichiX,
I've started using this plugin in quite a big project with many different parts. I like it for many many reasons, one of which is how easy it is to toggle functionality using the systems pipeline data assets. One thing I did notice is it gets quite cluttered and can become unwieldy if you have lots of components, systems and resources.
I'm currently building my own data asset type that is a sort of compound systems pipeline built out of an array of "features", smaller pipeline assets.
In this "features" asset I'm also ensuring it works well with client and server through gamestate and gamemode like you provided an example for. Unlike regular system pipelines, client and server get set up in a single data asset (I noticed context switching between two data assets for client and server got confusing really fast!) and I'm relying on an additional struct property on the array elements called "EFeatureExecutionFlags" similar to
MassEntity.EProcessorExecutionFlags
:Perhaps something to think about? What are your thoughts about more granular systems pipelines? Do you believe it is a good design decision in terms of end-user experience?
Overall, I've found it's very easy to come up with advanced mechanics and pour them into the Unreal-Systems-Architecture. Previously I felt like I always had to improvise yet another data type or subsystem and repeatedly did the same thing over and over in various ways whereas now there is a one-stop location and a single way to do anything I need to do a lot. Thanks!
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