Common update:
-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
This commit is contained in:
parent
2ddb97e9ce
commit
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62 changed files with 5918 additions and 1673 deletions
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@ -1,13 +1,13 @@
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module game_core.job_updater;
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import ecs.std;
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import ecs.vector;
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import ecs.atomic;
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import bubel.ecs.std;
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import bubel.ecs.vector;
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import bubel.ecs.atomic;
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import ecs_utils.utils;
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//import core.time;
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import ecs.manager;
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import bubel.ecs.manager;
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import mmutils.thread_pool;
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version(LDC)
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@ -63,6 +63,7 @@ struct ECSJobUpdater
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JobData[1024] jobs;
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JobCaller[1024] callers;
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uint count = 0;
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string name;
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void dependantOn(Group* dependency)
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{
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@ -89,7 +90,7 @@ struct ECSJobUpdater
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void add(JobCaller caller)
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{
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callers[count] = caller;
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jobs[count] = JobData(&callers[count].callJob,"hmm");
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jobs[count] = JobData(&callers[count].callJob,name);
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count++;
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}
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}
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@ -216,6 +217,8 @@ struct ECSJobUpdater
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return;
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}
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jobs[group.id].name = cast(string)group.caller.system.name;
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foreach(ref job;group.jobs)
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{
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uint index = 0;
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@ -233,7 +236,7 @@ struct ECSJobUpdater
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foreach(dep;group.dependencies)
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{
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if(jobs[dep.id].count && dep.caller.system.execute && dep.caller.system.enabled)jobs[group.id].dependantOn(&jobs[dep.id]);
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if(jobs[dep.id].count && dep.caller.system.willExecute && dep.caller.system.enabled)jobs[group.id].dependantOn(&jobs[dep.id]);
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else deps--;
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}
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