quakeforge/include/client
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
..
chase.h [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
effects.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
entities.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
hud.h [view] Add a cexpr enum for grav_t 2022-04-24 21:09:58 +09:00
input.h [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
locs.h [client] Pass time into locs_draw 2022-02-28 16:57:43 +09:00
particles.h [renderer] Clean up particles a little 2022-03-29 14:43:38 +09:00
state.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
temp_entities.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
view.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
world.h [client] Clean up world entity parsing a bit 2022-05-05 23:49:30 +09:00