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vl.standardlibs's Introduction

Standard Libraries for vvvv

vvvv

To learn more about vvvv, visit: visualprogramming.net.
For dev-talk around libraries in this repository join our VL.StandardLibs chat.

Working with this repository

If you're merely using vvvv, this repository is not for you. It is only useful for developers who want to fix/improve/add-to libraries that are part of this repository.

The individual libraries are organized in directories. Each directory starting with "VL." holds the sources of one library.

Here are the steps required to work with this repository

  • Build VL.StandardLibs.sln using Visual Studio 2022 (>= Version 17.5.1)
  • Run vvvv with this directory as a source package-repository

At this point you've replaced all libraries shipping with your vvvv installation with the ones in the repository. This means you're now running them "from source" and could e.g. switch to other branches. Still at this point you'll not be able to edit files, because by default they are precompiled! To enable editing of files for specific libraries you now have to run vvvv with another commandline argument that specifies which of the libraries you want to work on, like so:

  • --editable-packages VL.Stride.*;VL.Skia

Like this you still get the fast startup-time for all the other libraries that you don't work on.

Contributing to this repository

Please see our Contribution Guide.

vl.standardlibs's People

Contributors

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vl.standardlibs's Issues

Game node/region

  • Setup EntiyComponet system
  • would setup everything a game needs and opens a renderer
  • returns a game

Xenko lib strategy

  • One doc per xenko dll
  • organize namespaces in the same way to be compatible with their API reference
  • all forwards into .Advanced until proven otherwise
  • add convenience process and util nodes when needed (mostly non-advanced)

Switching components throws warning

Switch component spread with an IF on an Entity node -> warning. If the component doesn't have a ComponentManager. and it also doesn't get added to the entity. The component should probably get added anyways since it can be from anywhere, the user might not have control over it.

image

Runtime Asset Loading

  • test new shaders
  • other assets
  • graphics compositor
  • make a blocking version
  • optimization: have data base cache in RAM
  • progress?

LoadProject tests

  • load multiple projects
  • load same project again
  • load VL.Xenko assets and loaded ones by path
  • load a single asset file from other project
  • load a single asset file from already loaded project
  • load any resource file

Stay in Fullscreen

Renderer leaves fullscreen when something else (e.g. VL Editor) is clicked.

No matter if fullscreen was entered via ALT+Enter or code.

ShaderFX next steps

since the proof of concept is now working, we can think of next steps:

  • control flow regions see #613
  • shader source class from string to avoid implementing all nodes for all types as individual shader files
  • make a shader node factory from xenkos hlsl definitions now: #194

Pure library todos

  • Fix stride3d/stride#680
  • Once above issue is fixed figure out where to place the asset database in a pure library build. Is there a way to tell Stride where it should load it from? Do we even need it? The game settings seem to be loaded from there, was the first null pointer I got. But maybe we don't need the "Game" at all in a library build and just setup the needed services. See also change in effect factory which can now target .netstandard2.0 and sets up the services on its own without relying on game. In any case, as of now Stride assumes the asset database is found below the exe which will not be an option at all in a deployed scenario.
  • Once above two issues are fixed we should be able to use a vvvv preview from our installer so we can point the VVVV_BinPath in Directory.Build.props to program files
  • Switch vvvv to new nuget restore (working branch is already there but misses simple commands in UI to install packages) so we can re-introduce the Icon in the VL.Stride packages (causes old NuGet API to crash when loaded as source packages) and get rid of placing all Stride assemblies in the VL.Stride.Lib package

Multiple Games

so we can create multiple helppatches that run in parallel

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