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Morpeh update #5

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SH42913 opened this issue Jul 16, 2023 · 2 comments
Open

Morpeh update #5

SH42913 opened this issue Jul 16, 2023 · 2 comments

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@SH42913
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SH42913 commented Jul 16, 2023

Hello, I'm following Morpeh development and have contacts with developer, so I can give you recent details about Morpeh.
I'll skip features that have not changed or not marked with ?.

  • Currently latest stable version is 2022.2.3.
  • Archetypes in Morpeh used only for filtration, not for iteration.
  • Morpeh doesn't depend on Unity engine anymore, so it can be used with any C# environment(mean Custom Engine Support).
  • Odin Inspector is required only for Unity Editor View support and for Unity Editor Full Integration, but not Morpeh core itself.
  • Morpeh supports two ways to create systems: ScriptableObject-based using Installer(available only for Unity) and interface ISystem based with code-only custom bootstrap class(for any environment). In last way you are freely to use Dependency Injection.
  • It definitely doesn't have any types of reactive systems
  • It also doesn't support multiple components of same type.
  • In Morpeh entities can't live without components.
  • Latest stable version of Morpeh partially supports Unity Burst and Jobs. You can iterate using Burst/Jobs, but you can't add/remove components.

You're welcome to ask me any other questions about Morpeh :)

@Chillu1
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Chillu1 commented Jul 18, 2023

Thanks, read the source wrong with archetypes, whoops.
I see with the Odin Inspector, think it's fair to mark it as "partial" dependency, since it's tightly coupled with Unity usage.
The DI thing, was me mostly thinking that the framework either has: inbuild/extension DI service of its own, or it has direct out of the box support for one/few DI frameworks. Honestly there's a case to be made if it even should be in the readme, but w/e.

@SH42913
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SH42913 commented Jul 19, 2023

About (Unity Editor) Full Integration means that systems & components can be made, disabled, enabled, and configured in Unity Editor:

Morpeh has a lot of useful things to work with systems and components in Unity Editor. You can add/configure/remove components using Providers, you can disable/enable systems using Installer, you can configure systems in runtime.
BUT it works while you're using things above. If you'll go Engine Agnostic way(I mean work through code only) - you'll able only edit components using World Browser, no any interactions with systems from Editor.

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