@Ar I know what a game entity system is. This is _not_ what I'm trying
to do here. I'm talking about actors in the "erlang" sense of the word. While I
want to use the actor system for games, I want it to be generic enough to be
used in other context. The only really game-specific thing
This is not completely related to nim, but have you tried a google search
first? I found some interesting threads on the subject:
[https://gamedev.stackexchange.com/questions/117602/updating-a-multithreaded-entity-component-system](https://gamedev.stackexchange.com/questions/117602/updating-a-mul
TL;DR: I want to create an “actor system” in Nim, and I need some feedback, in
particular, on how to move data across threads.
After reading the docs, multiple posts on the forum, and trying to code a bit
myself, I believe I am ready to present my long-term goal, and I’m asking for
some brain-s
The core is the same as a seq, except that I allocate memory manually but
deallocated automatically via GC.
An array of data that I allocate manually hence `data: ptr UncheckedArray[T]`
When I want bounds checking or indexing from the end I need a length, hence
len: int
I don't want to manage
I've made an issue request for this on the Nim Cookbook project
@jzakiya; open a feature request ticket against the nim github repo?
Deleting the nimcache directory also works.
"There are 2 hard problems in computer science: cache invalidation, naming
things, and off-by-1 errors." \- secretGeek
Just working on things when I feel like it or need to, for solving some other
problem that I'm excited or motivated about
I don't understand it, but nice Have added an issue on the Nim Cookbook for
this to be added there.
One of the ways you feel motivated is to live in a community thanks guys