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What's next aka Entitas 2.0 #905
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Ladies and gentlemen, this is a good time to start picking a bottle of champagne for the occasion. What's your approximate timeline, if you have one? End of the summer? Fall? Christmas? |
I like your plans for going forward with Entitas. I also understand that you want to be able to monetize the project, but I really think that limiting code generation is a bad idea and it will push people away to different solutions. |
Is there any update for the ETA? |
@buihuuloc Not 100% sure yet, I'm currently reorganising my schedules to be able to regularly block time for Entitas development. 2 - 4 months might be realistic |
Sounds like a good timeline for a Halloween sale. Do they celebrate that in Europe?
Not if you think of it as a free trial. |
sounds good! |
Hello, bumping this to see if there have been any updates on Entitas 2.0? I like the Entitas API and accompanying code generation, but this project seems inactive although very stable and functional. I wouldn't mind forking it and building on it myself, but the code generation source isn't present and would take a significant amount of time to replace. Thanks for your time! |
This all sounds good and I look forward to it. If by "Microsoft C# naming conventions" you mean making it so member variables start with a capital letter (MyComponent instead of myComponent) I'm glad to hear that. But you could just make that a setting in the editor to make it easier for existing users to migrate.
Will this also give us the ability to easily use PLINQ (Parallel.ForEach etc.)? That would be good. |
Any updates? |
If Entitas isn't updated before I finish my current project, I will use something else for my next one. |
I shifted a few things around and should be able to have time to work on Entitas again in approx 4 weeks! Really looking forward! |
Change of plans to be more active and commit more regularly: I will go back to smaller incremental releases, which will make it simpler to actually do changes, make sure there's always a version that builds and also makes it easier for everyone to update. More background info: |
Ya. Incremental release is better. Btw can you fix the error when selecting game object that has Debug System Behavior? I'm using Unity 2019.3.11. Another question. Do you have any plan to rewrite Entitas Unity debug inspector to UI Element to further improve the performance? |
My new structure shows first positive effects. I updated DesperateDevs and Entitas so I can build again and enable incremental changes again.
Since I changed my mind to slowly introduce features one by one and try to provide automatic upgrade assistants, I will not call this Entitas 2.0 anymore. I think that's a good thing, because I'd like to enable people to be able to upgrade. My initial idea of Entitas 2.0 contained so many breaking changes that it was hard to upgrade, hence the version bump. I don't think that's a good strategy. |
Maybe the new Source Generators can be of use/inspiration. |
@BenjaBobs Looking at that, I totally agree. However, I think it's too early to adopt them right now; since Entitas and Jenny are meant to be core infrastructure, in my mind it's critical that any of their dependencies are production-ready and easily available. Stick a pin in that and check up on them in a year. |
So how's this going? |
Hi, some updates, as I had a short amount of time to continue working it, and I'm currently pushing to get some time during my work for this.
Those 2 will be my next focus as they will also become important for the way I create games. Current problems that are preventing this:
There might be followup tasks like VisualDebuging adjustments that I will tackle once I encounter them + most likely some unknown unknowns. |
Thanks for the update Simon |
Please consider static initialisers also if possible. |
Hi just wanted to check in where you may be at with this please:
:) |
Hi! great timing :) I will announce sth probably by the end of next week. |
Awesome. Can't wait to see that |
Do we have any updates? |
Hi, yes, we're currently figuring out the details, but Entitas development capacities will be increased and there will be a change to the Unity Asset Store version to make it more accessible for more people. According to current plans I will do a more detailed announcement on Feb 15th and I'm really looking forward to share more great news soon |
Update: Entitas development is back on track!
Will close this issue and will update you using GitHub Discussions and Entitas Discord Happy coding :) |
What's next
Some of you might have seen it in the Entitas gitter chat already, but to be more transparent I will share here again.
I'm currently modernizing the DesperateDevs libraries that are used by Entitas and Jenny. This will result in some breaking changes, but hopefully for the good. This is my plan:
I've already had a lot of great moments refactoring and updating the code. Generally the result was less code and better performance, e.g. the Jenny code generator is now multithread is super fast.
Once everything is updated I will also modernize Entitas following the same plan. This means there will be breaking changes in the generated code because of the Microsoft C# naming conventions. I will also drop support for older .Net like 3.5 and focus on upcoming versions.
With all the new internal changes and breaking changes I will bump the version to 2.0
Plans for Entitas
The following is subject to change:
I plan to drop support for the reflection based code generator and doubling down on roslyn one because it's more powerful. I will explore the idea of including it to the GitHub version, so everyone can enjoy Jenny right from the start. I also have a personal set of custom code generator for Unity like Asset management, localization, configuration and more and plan to include them by default or create a separate Jenny-Plugins repo for that, so everyone can share their set of custom generators.
That means the GitHub version will probably evolve to have the same feature set as the Asset Store version. The only difference will probably be that with the GitHub version there will be a limit on how much code you can generate but you can unlock unlimited code genration with the Asset Store invoice.
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