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:
Dawid Masiukiewicz 2020-05-28 16:48:42 +00:00
parent 2ddb97e9ce
commit 024356df9b
62 changed files with 5918 additions and 1673 deletions

View file

@ -1,13 +1,13 @@
module game_core.job_updater;
import ecs.std;
import ecs.vector;
import ecs.atomic;
import bubel.ecs.std;
import bubel.ecs.vector;
import bubel.ecs.atomic;
import ecs_utils.utils;
//import core.time;
import ecs.manager;
import bubel.ecs.manager;
import mmutils.thread_pool;
version(LDC)
@ -63,6 +63,7 @@ struct ECSJobUpdater
JobData[1024] jobs;
JobCaller[1024] callers;
uint count = 0;
string name;
void dependantOn(Group* dependency)
{
@ -89,7 +90,7 @@ struct ECSJobUpdater
void add(JobCaller caller)
{
callers[count] = caller;
jobs[count] = JobData(&callers[count].callJob,"hmm");
jobs[count] = JobData(&callers[count].callJob,name);
count++;
}
}
@ -216,6 +217,8 @@ struct ECSJobUpdater
return;
}
jobs[group.id].name = cast(string)group.caller.system.name;
foreach(ref job;group.jobs)
{
uint index = 0;
@ -233,7 +236,7 @@ struct ECSJobUpdater
foreach(dep;group.dependencies)
{
if(jobs[dep.id].count && dep.caller.system.execute && dep.caller.system.enabled)jobs[group.id].dependantOn(&jobs[dep.id]);
if(jobs[dep.id].count && dep.caller.system.willExecute && dep.caller.system.enabled)jobs[group.id].dependantOn(&jobs[dep.id]);
else deps--;
}