quakeforge/include/QF/plugin
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00
..
cd.h [util] Make PI_LoadPlugin always call general init function 2021-06-26 16:18:05 +09:00
console.h [vid] Remove console view from viddef_t 2022-09-21 17:31:18 +09:00
general.h [plugin] Clean up the rest of the plugin structs 2021-06-22 19:47:20 +09:00
input.h [plugin] Clean up the rest of the plugin structs 2021-06-22 19:47:20 +09:00
snd_output.h [audio] Add optional on_update output function 2021-06-25 13:52:50 +09:00
snd_render.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
vid_render.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00