@voxagonlabs An entity id index can just be an index into a big entity info array, where the info points to its archetype and its index inside the archetype components arrays.
So the overhead for arbitrary entity/component lookups doesn't have to be too bad.
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@jwtstone For temporal stability, I think in general it's best to drive line width by parameters that are temporally stable in the first place.
(Object/UV space textures, vertex colors, crease angle...)
@jwtstone From a software perspective, I think it's best to just expose relevant parameters and let artists use them however they want.
My old proposal for a Blender NPR engine showed some examples of this workflow (Malt also works this way):
https://t.co/27H13Z2hEp
@rittzler Sure, in theory, thereโs no reason why a game like this shouldnโt fly on any potato, but in practice you already did a better job at optimization than most games. ๐