MechWarrior99
How to safely access parameters from Task (Porting from Unity IJob)
I am making a program for generating a 3D mesh from parameters.
The generation is done in some Tasks run with
Task.Run
. I'm struggling to grasp how to properly and safely access the parameters when generating.
I am porting the system over from Unity's IJob system, which I think is sort of 'boxing' my thinking in making it hard to get my head around what I need to do.
Do I make a class/struct that has all the parameters in it that I populate beforehand and use those values during generation? Sort of like Unity's Job system.
Thanks 🙂36 replies
❔ Cancel task on nested exception
I have a series of nested async methods, when a exception is thrown I want to cancel the task.
The main issue is that I need to do a
try cache
in a for
loop in a nested method, so that we can get more detailed telemetry about it. That means that the methods just keep going. I could pass the CTS to the tasks instead, or access it through other means, but that also feels a little messy.
Hope this makes sense.
3 replies
❔ Cross-platform 3D rendering library?
Hello, I am working on an application/tool to generate 3D models. I was wondering if there was a good library for 3D rendering, and showing that in a UI.
I know there is Silk.Net. But that seems a bit too low level for me (not a graphics/rendering guy at all).
And on the other end, I also know that Avalonia has trouble showing 3D renders.
Any suggestions to solve these issues? Would I be best to use a game engine like Godot, even if I would have to roll my own UI binding system, and don't need any of the other features a game engine has? Thanks!
7 replies