mirror of
https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
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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.. | ||
chase.h | ||
effects.h | ||
entities.h | ||
hud.h | ||
input.h | ||
locs.h | ||
particles.h | ||
state.h | ||
temp_entities.h | ||
view.h | ||
world.h |