mirror of
https://git.code.sf.net/p/quake/quakeforge
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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. |
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.. | ||
cl_cam.h | ||
cl_chat.h | ||
cl_demo.h | ||
cl_ents.h | ||
cl_http.h | ||
cl_input.h | ||
cl_main.h | ||
cl_parse.h | ||
cl_pred.h | ||
cl_skin.h | ||
cl_slist.h | ||
client.h | ||
crudefile.h | ||
game.h | ||
host.h | ||
Makemodule.am | ||
map_cfg.h | ||
server.h | ||
sv_demo.h | ||
sv_gib.h | ||
sv_pr_cmds.h | ||
sv_pr_cpqw.h | ||
sv_pr_qwe.h | ||
sv_progs.h | ||
sv_qtv.h | ||
sv_recorder.h |