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- * 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)
- * registry::create with a "hint" on the entity identifier to use, it should ease combining multiple registries
- * optimize for empty components, it would be a mid improvement in terms of memory usage (see std::is_empty)
- * deep copy of a registry (or use the snapshot stuff to copy components and keep intact ids at least)
- * is it possible to iterate all the components assigned to an entity through a common base class?
- * prototype should offer a way to retrieve its internal registry
- * can we do more for shared libraries? who knows... see #144
- * work stealing job system (see #100)
- * composable looper so as to pack erased systems, compose runners at different rates and run them at once in the loop
- * meta: sort of meta view based on meta stuff to iterate entities, void * and meta info objects
- * registry::probe<component>(entt) (returns a component * if entt has the component, nullptr otherwise)
- * hashed string: add implicit check on construction for uniqueness (optional)
- * add a note about multithreading support to the README file
- * signals on entity creation/destruction
- * flexible views with "composable" filters
- * do not set BUILD_TESTING to ON by default anymore
- * create a dedicated .md for EnTT in Action list and create two sections: articles and games
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