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EventLoop on main thread? #1
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Apologies for not getting back on this. The project runs primarily on Windows _at the moment just due to the nature of running an event loop on a different thread than main. I actually just got done creating an issue on the Amethyst game engines' tracker for allowing such a modification on their project. The reason for this error is that I am using the Windows winit extension to launch a window when an actor in the axiom actor library gets run. I am actually considering moving the windowing and graphics elements to main thread, but that will take some time. (Ideally I could just keep them there with the node) By moving the window to the main thread where the engine structure itself is run, I can drop the Windows extension from the event loop and it will be cross-platform then. Finally, this project can run nodes in a graph somewhat decently, but this entire project is in an experimental phase, so don't expect an actual product yet. The goal for this project is to offer an MIT licensed node based procedural editor that is designed to offer some functionality similar in nature to Houdini and Substance Designer. Ideally, I can keep everything library oriented so that the engine can itself be used at runtime within a game or other application as well, hence why I was trying to launch a windowed event loop in the child actor thread. TLDR; It works in Windows right now and is not cross-platform. |
That's exactly what I'm interested in. Basically there is no nice standalone shader editor for OSL and as an ex- professional shader writer writing one in Rust is a pet project in the back of my head. |
Understood. I will keep this issue open for now, and close it once I get the window on the main thread. This really is a pet project at the moment, so expect a great deal of delay. |
This looks interesting. Unfortunately it won't run on macOS:
Would you consider changing this?
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