quakeforge/libs
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
..
audio [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
client [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
console [console] Fix console sliding and resize 2022-09-28 21:57:10 +09:00
gamecode Abandon support for clang 2022-10-16 18:02:25 +09:00
gib Fix a pile of warnings for gcc 12 2022-07-31 17:13:26 +09:00
image
input [input] Initialize the axis/button callback fields 2022-09-22 09:35:57 +09:00
models Clean up some FIXMEs and XXXs 2022-10-15 14:40:29 +09:00
net
qw
ruamoko [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
scene [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
ui [ui] Add a sub-system for parsing text passages 2022-09-30 19:51:14 +09:00
util [util] Reject non-shortest encoded utf-8 sequences 2022-10-15 22:54:24 +09:00
video [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
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