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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
- * scene management (I prefer the concept of spaces, that is a kind of scene anyway)
- * 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
- * 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)
- * does it worth it to add an optional functor to the member functions of snapshot so as to filter out instances and entities?
- * allow for custom sort functions on registry/view sort (unlikely std::sort is the best function ever in game programming)
- * ease the assignment of tags as string (use a template class with a non-type template parameter behind the scene)
- * prototype entities, a really interesting feature (see #56)
- * "singleton mode" for tags (see #66)
- * AOB
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