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

@ -1,39 +0,0 @@
module ecs.traits;
import std.traits;
bool isForeachDelegateWithTypes(DG, Types...)()
{
return is(DG == delegate) && is(ReturnType!DG == int) && is(Parameters!DG == Types);
}
unittest
{
assert(isForeachDelegateWithTypes!(int delegate(int, int), int, int));
assert(isForeachDelegateWithTypes!(int delegate(ref int, ref int), int, int));
assert(!isForeachDelegateWithTypes!(int delegate(double), int, int));
}
/************************************************************************************************************************
Returns index of Component/Entity array in System's EntitiesData struct
*/
static long getIndexOfTypeInEntitiesData(EntitiesData, Type)()
{
alias EntitiesDataFields = Fields!(EntitiesData);
long index = -1;
foreach (fieldNum, FieldType; Fields!(EntitiesData))
{
static if (!isBasicType!(FieldType)) // Not basic type
{
// FieldType should be something like: 'const(SomeComponent)[]'
enum bool entitiesMatches = is(Type == Unqual!(ForeachType!(FieldType)));
static if (entitiesMatches)
{
index = fieldNum;
break;
}
}
}
return index;
}