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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)
- * 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
- * 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?
- * optimize for empty components, it would be a mid improvement in terms of memory usage
- * can we do more for shared libraries? who knows... see #144
- * work stealing job system (see #100)
- * make view copyable/moveable
- * reflection system (maybe)
- * C++17. That's all.
- * AOB
- * lower case names (?)
- * tag_t and the others, create constexpr var
- * use delegate within sink, it reduces the boilerplate in C++14, it shrinks the API of sink in C++17
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