Facilities for systems #11

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opened 3 months ago by keith · 1 comments
keith commented 3 months ago
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Rendering, physics, and other systems need to be supported by the engine in a flexible way. Currently, they have to be manually wired in to the main update loop and keep track of actors/components themselves. This is ugly, hard to maintain, and inflexible for game developers.

Instead, wh-engine should provide facilities for systems to register themselves, hook into the update loop, and set up actor bucketing (see #8).

The update loop (and (run) function as a whole) will probably have to be converted to a macro for performance.

Rendering, physics, and other systems need to be supported by the engine in a flexible way. Currently, they have to be manually wired in to the main update loop and keep track of actors/components themselves. This is ugly, hard to maintain, and inflexible for game developers. Instead, wh-engine should provide facilities for systems to register themselves, hook into the update loop, and set up actor bucketing (see #8). The update loop (and `(run)` function as a whole) will probably have to be converted to a macro for performance.
keith added the
enhancement
label 3 months ago
keith self-assigned this 3 months ago
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Owner

Actor bucketing isn't done, but basic system facilities are now implemented as of commit b3b0690edd.

Actor bucketing isn't done, but basic system facilities are now implemented as of commit b3b0690edd.
keith closed this issue 3 months ago
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