-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
46 lines
1.1 KiB
Meson
46 lines
1.1 KiB
Meson
project('DECS', 'd')
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src = [
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'source/bubel/ecs/atomic.d',
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'source/bubel/ecs/attributes.d',
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'source/bubel/ecs/block_allocator.d',
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'source/bubel/ecs/core.d',
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'source/bubel/ecs/entity.d',
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'source/bubel/ecs/events.d',
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'source/bubel/ecs/hash_map.d',
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'source/bubel/ecs/id_manager.d',
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'source/bubel/ecs/manager.d',
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'source/bubel/ecs/package.d',
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'source/bubel/ecs/simple_vector.d',
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'source/bubel/ecs/std.d',
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'source/bubel/ecs/system.d',
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'source/bubel/ecs/traits.d',
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'source/bubel/ecs/vector.d'
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]
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tests_src = [
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'tests/tests.d'
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]
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betterC_opt = get_option('betterC')
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comp = meson.get_compiler('d')
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comp_id = comp.get_id()
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args = []
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link_args = []
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if betterC_opt
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args += '-betterC'
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link_args += '-betterC'
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endif
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inc = include_directories('source/')
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tests_inc = include_directories('source/')
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ecs_lib = shared_library('ecs', src, include_directories : [tests_inc, inc], d_args: args, link_args: link_args)
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executable('tests', tests_src, include_directories : [tests_inc, inc], d_args: args, link_args: link_args, link_with: ecs_lib)
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