Facilities for systems #11

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opened 2022-02-24 17:58:42 +00:00 by keith · 1 comment
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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 2022-02-24 17:58:42 +00:00
keith self-assigned this 2022-02-24 17:58:43 +00:00
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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 2022-02-25 00:41:11 +00:00
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Reference: keith/wh-engine#11
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