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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)
- * create dedicated flat map based on types implementation (sort of "type map") for types to use within the registry and so on...
- * 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
- * add some lazy iterative sorters like "single bubble sort loop"
- * can we do more for shared libraries? who knows... see #144
- * work stealing job system (see #100)
- * reflection system (maybe)
- * C++17. That's all.
- * AOB
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