quakeforge/include/scn_internal.h
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

14 lines
315 B
C

#ifndef __scn_internal_h
#define __scn_internal_h
#include "QF/progs.h"
#include "QF/scene/entity.h"
#include "QF/scene/hierarchy.h"
#include "QF/scene/scene.h"
#include "QF/scene/transform.h"
typedef struct scene_resources_s {
PR_RESMAP (hierarchy_t) hierarchies;
} scene_resources_t;
#endif//__scn_internal_h