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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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.. | ||
curses.c | ||
debug.c | ||
editbuffer.c | ||
graphics.c | ||
main.c | ||
qwaq-cmd.c | ||
qwaq-curses.c | ||
qwaq-graphics.c | ||
term-input.c | ||
threading.c |