protofight's Introduction
Hey, you wonderful Arcadian folks! This is my project at the point when I began scale testing it with multiple entities and realized I needed to find a native java solution :( To run my project, place the contents of the repo in your assets folder AND 1. create an empty master game object and add an awake hook that points to #'core/in-the-beginning 2. create the following input axes in your project: submit cancel fire horizontal vertical dash log-debug That should be all you need. To observe the memory problem, enter play mode. once play mode begins: submit: initializes the game state with a player entity, and creates the player game object that is constantly updated to be in the position specified by the game state cancel: disposes the game state and all the game objects on screen. this prevents you from having to reload play mode to escape a broken state horizontal/vertical/dash: causes the player sprite in the game state to change position. no effect on memory fire: creates bullet entities in the game state only (does not create a corresponding game-object, i never got around to that). continue pressing this button to see memory tank and garbage collection start getting well out of control log-debug: consoles the 3 different "views" of the current state. instant(aneous) view: the values of all attributes of all entities at the current time input view: the list of all the events (or system inputs) that are required to build the instant state from scratch accretive view: a list of all of the games "facts", that is, temporal values that show when something changed in the state. I use this for traversing time
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