MovingBlocks/Terasology — Issue #184: Game State architecture
Author: Cervator
Created: 2012-03-03 02:41:34+00:00
State: open
Labels: Architecture

In merging in pull #173 I hit an issue where the new audio system by @t3hk0d3 does a null check with Terasology.getActivePlayer() - which sounds innocent enough, but that in turn hits getActiveWorldRenderer() which hits getGameState() which actually creates a game state in some scenarios. With that happening pre-world in the game menu that caused a fatal crash as the game state started changing too early.

We've got delta-time on the game loop now thanks to @begla and game states / UI states in the first place thanks to @small-jeeper and @KaiKratz, which is a great start, but after some talk on IRC I suppose we're due for another pass at some point :-)

I'm not an architect, so I don't know what the impact is of the little fix t3 suggested. Nor do I know how it'll all interact with the entity system stuff @immortius is working on. So I'm just wanting to put an issue up for discussion on what's next, if anything. Forum thread could work too.

Wee, we're all meeting up on this one!