quakeforge/libs/scene
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
..
test [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
camera.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
component.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
entity.c [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
hierarchy.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
light.c [model] Move plane info into mnode_t, and visframe out 2022-05-22 12:41:23 +09:00
Makemodule.am [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
scene.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
transform.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00