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@@ -1,9 +1,11 @@
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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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* scene management (I prefer the concept of spaces, that is a kind of scene anyway)
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* blueprint registry - kind of factory to create entitites template for initialization (get rid of the extra versions of Registry::create)
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* review doc: separate it in multiple md/dox files, reduce the readme to a minimum and provide users with links to the online documentation on gh-pages
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+* debugging tools (#60): the issue online already contains interesting tips on this, look at it
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+* signals on component creation/destruction: crtp + internal detection, probably it works - test it!!
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+* rename Registry::ensure, it creates problems with UE4
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+* define a macro for the noexcept policy, so as to provide users with an easy way to disable exception handling
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* AOB
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