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@@ -1,7 +1,11 @@
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-* filtered each (apply a filter to the entities before to return them, it heps separating checks from logic)
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+* filtered each (apply a filter to the entities before to return them, it helps separating checks from logic)
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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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* to analyze, long term feature: systems organizer based on dependency graphs for implicit parallelism (I don't want to think anymore in future :-))
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* save/restore functionalities - see #27
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* parent-child relationships between entities directly managed by the registry. is it possible to do that in a clean and safe way?
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* blueprint registry - external tool, kind of factory to create entitites template for initialization
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+* scene management (I prefer the concept of spaces, that is a kind of scene anyway)
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+* raw view (affects sparse sets - custom iterator in derived one - and introduces a new kind of view): single component view to iterate components only instead of entities (in the right order!!)
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+ it should speed up systems like rendering or whatever requires a single component and isn't interested in the entity, for it avoids the double check of the get
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+* operator+/operator+= (-/-=) on sparse set iterators (required to partition arrays and split iteration on multiple threads)
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* AOB
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