quakeforge/libs/audio
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
..
renderer [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
targets Fix a pile of warnings for gcc 12 2022-07-31 17:13:26 +09:00
test [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
cd.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
cd_file.c [quakefs] Add a data parameter to gamedir callbacks 2022-06-04 16:06:04 +09:00
cd_linux.c [cvar] Clean up most misinterpreted cvar types 2022-04-24 20:04:06 +09:00
cd_sdl.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
cd_sgi.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
cd_win.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
cd_xmms.c [util] Make PI_LoadPlugin always call general init function 2021-06-26 16:18:05 +09:00
Makemodule.am [audio] Get testsound working again 2021-06-21 16:40:40 +09:00
snd.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
snd_progs.c [gamecode] Pass registered data pointer to builtins 2022-02-14 12:28:38 +09:00