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updated links

Michele Caini 7 năm trước cách đây
mục cha
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1325f75e81
3 tập tin đã thay đổi với 13 bổ sung5 xóa
  1. 3 2
      README.md
  2. 8 3
      TODO
  3. 2 0
      docs/links.md

+ 3 - 2
README.md

@@ -39,8 +39,9 @@
 # Introduction
 
 `EnTT` is a header-only, tiny and easy to use entity-component system (and much
-more) written in modern C++ and even
-[used by Mojang in Minecraft](https://minecraft.net/en-us/attribution/).<br/>
+more) written in modern C++. Among others, it's also used in
+[Minecraft by Mojang](https://minecraft.net/en-us/attribution/) and
+[The Forge by Confetti](https://github.com/ConfettiFX/The-Forge).<br/>
 The entity-component-system (also known as _ECS_) is an architectural pattern
 used mostly in game development. For further details:
 

+ 8 - 3
TODO

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

+ 2 - 0
docs/links.md

@@ -28,6 +28,8 @@ a reference:
     playground.
 
 * Engines/Frameworks:
+  * [The Forge](https://github.com/ConfettiFX/The-Forge): cross-platform
+    rendering framework by Confetti.
   * [starlight](https://github.com/DomRe/starlight): game programming framework
     using `Allegro`, `Lua` and modern C++.
   * [Apparently](https://github.com/JosiahWI/qub3d-libdeps)