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@@ -1,15 +1,12 @@
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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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-* 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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* 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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-* create dedicated flat map based on types implementation (sort of "type map") for types to use within the registry and so on...
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* registry::create with a "hint" on the entity identifier to use, it should ease combining multiple registries
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* deep copy of a registry (or use the snapshot stuff to copy components and keep intact ids at least)
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* is it possible to iterate all the components assigned to an entity through a common base class?
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* optimize for empty components, it would be a mid improvement in terms of memory usage
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-* add some lazy iterative sorters like "single bubble sort loop"
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* can we do more for shared libraries? who knows... see #144
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* work stealing job system (see #100)
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* make view copyable/moveable
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@@ -17,3 +14,4 @@
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* C++17. That's all.
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* AOB
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* tag_t and the others, create constexpr var
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+* namespace scope separation (entt::ecs, entt::signal, and so on)
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