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Dispatching
I mentioned a while back that the signaling system in Godot reminds me of the signaling system in Ember. The popular acronym there was "DDAU" - data down, actions up. I'm sure variations of it exist in other languages and frameworks, but it was _everywhere_ in the ember 2 days. Its a nice concept for reminding developers how to model unidirectional dispatch in a disciplined way. The way this works in ember 2 is that parent components/controllers should pass any data they own into their children's constructors, methods, etc. If a child needs to mutate the parent, then they should do that through a function curried to the child. Unfortunately in godot we don't have first class functions. It's possible to cut a reference to a function and pass it around, but I suspect there's a reason no one does it that way. Instead, we use signals to communicate up the scene tree. The annoying thing about that is signals are global - you have no easy way of knowing who is emitting or observing a signal. I hope this changes in godot 4.
My new office chair showed up a few days ago - I love it. It was relatively cheap, moves/customizes in the way I need it to, and offers pretty great head support.
Did I mention that I bought a GameShell kit? I'm really stoked for it. I should be able to target godot builds to this platform (with a bit of work). Plus, I would love to play with writing gameboy assembly some day, so this is awesome. I think it said 60 or 90 day lead time on delivery, though, so it'll be a while before I see it.
© 2024 Matthew Ryan Dillon