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@@ -2,7 +2,6 @@
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* long term feature: shared_ptr less locator
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* long term feature: shared_ptr less resource cache
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* custom allocators and EnTT allocator-aware in general (long term feature, I don't actually need it at the moment) - see #22
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-* scene management (I prefer the concept of spaces, that is a kind of scene anyway)
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* debugging tools (#60): the issue online already contains interesting tips on this, look at it
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* define basic reactive systems (track entities to which component is attached, track entities from which component is removed, and so on)
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* define systems as composable mixins (initializazion, reactive, update, whatever) with flexible auto-detected arguments (registry, views, etc)
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@@ -15,13 +14,19 @@
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* hashed string: add implicit check on construction for uniqueness (optional)
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* destroy overload that accepts a couple of iterators (see create)
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* allow for built-in parallel each if possible
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-* write/show how to create prefabs on top of EnTT (that's easy!!)
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* mention hunter in the readme file, section packaging tools
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* travis + windows is now available, try it
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* events on replace, so that one can track updated components? indagate impact
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* tags revenge: if it's possible, reintroduce them but without a link to entities (see #169 for more details)
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-* optimize reset (and some others?), direct call on pool in case of no listeners
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+* empty components model allows for shared components and prefabs unity-like
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* provide create with a pack of default constructible components to assign
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+* allow to replace std:: with custom implementations
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Ready to go:
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* policy based views
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+* preferred approach (hints):
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+ - registry.policy(induce<A, B>::split<C>).view<A, B, C>()
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+ - registry.policy(induce<A, B>::split<C>).view<A, B>(exclude<C>())
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+ - registry.policy(induce<A, B>::split<C>).view<A, B>()
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+* update documentation: view, query, policy
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+* update tests: view, query, policy
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