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
024356df9b
62 changed files with 5918 additions and 1673 deletions
|
|
@ -3,12 +3,12 @@ module tests.tests;
|
|||
import std.experimental.allocator;
|
||||
import std.experimental.allocator.mallocator;*/
|
||||
|
||||
import ecs.entity;
|
||||
import ecs.events;
|
||||
import ecs.manager;
|
||||
import ecs.system;
|
||||
import ecs.attributes;
|
||||
import ecs.core;
|
||||
import bubel.ecs.entity;
|
||||
import bubel.ecs.events;
|
||||
import bubel.ecs.manager;
|
||||
import bubel.ecs.system;
|
||||
import bubel.ecs.attributes;
|
||||
import bubel.ecs.core;
|
||||
|
||||
version (WebAssembly)
|
||||
{
|
||||
|
|
@ -714,7 +714,7 @@ else:
|
|||
|
||||
//foreach(i; 0..1_000_000)gEM.removeEntity(gEM.addEntity(tmpl).id);
|
||||
|
||||
import ecs.std;
|
||||
import bubel.ecs.std;
|
||||
|
||||
EntityID[] idss = Mallocator.makeArray!EntityID(5000); //[5000]
|
||||
//scope(exit)Mallocator.dispose(idss);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue