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

66
tests/time.d Normal file
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module tests.time;
version (WebAssembly)
{
alias int time_t;
alias int clockid_t;
enum CLOCK_REALTIME = 0;
struct timespec
{
time_t tv_sec;
int tv_nsec;
}
extern (C) int clock_gettime(clockid_t, timespec*) @nogc nothrow @system;
struct Time
{
static long getUSecTime()
{
time_t time;
timespec spec;
clock_gettime(CLOCK_REALTIME, &spec);
//time = spec.tv_sec;
return spec.tv_sec * 1000_000 + spec.tv_nsec / 1000; //time / 1000_000;
}
}
}
else version (Windows)
{
import core.stdc.stdio : printf;
import core.sys.windows.windows;
struct Time
{
static long getUSecTime()
{
LARGE_INTEGER time, freq;
QueryPerformanceFrequency(&freq);
QueryPerformanceCounter(&time);
return time.QuadPart / (freq.QuadPart / 1000_000);
}
}
}
else version (Posix)
{
import core.stdc.stdio : printf;
import core.sys.posix.time;
struct Time
{
static long getUSecTime()
{
time_t time;
timespec spec;
clock_gettime(CLOCK_REALTIME, &spec);
//time = spec.tv_sec;
return spec.tv_sec * 1000_000 + spec.tv_nsec / 1000; //time / 1000_000;
}
}
}