quakeforge/ruamoko/qwaq/builtins
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
..
curses.c [gamecode] Add PR_Shutdown for tearing down a VM 2022-05-12 19:58:18 +09:00
debug.c [gamecode] Add PR_Shutdown for tearing down a VM 2022-05-12 19:58:18 +09:00
editbuffer.c [gamecode] Add PR_Shutdown for tearing down a VM 2022-05-12 19:58:18 +09:00
graphics.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
main.c [gamecode] Add PR_Shutdown for tearing down a VM 2022-05-12 19:58:18 +09:00
qwaq-cmd.c [qwaq] Fix up file headers 2021-12-24 06:45:13 +09:00
qwaq-curses.c [qwaq] Fix up file headers 2021-12-24 06:45:13 +09:00
qwaq-graphics.c [qwaq] Drop qwaq-graphics.log 2021-12-24 06:45:13 +09:00
term-input.c [gamecode] Add PR_Shutdown for tearing down a VM 2022-05-12 19:58:18 +09:00
threading.c [qwaq] Implement more debugger def views 2021-09-25 01:42:36 +09:00