Use bytes for internal RGBA components of Color, iterate particles sequentially in ParticleEmitters, increase limit for CPU particles, reduce size of Particle struct.
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11
TODO.md
11
TODO.md
@@ -13,9 +13,9 @@
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- ~~Use GUIDs and string ID maps for fetching resources instead of string IDs alone.~~
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- Reimplement unloading.
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- Finalize ResourceManager and ResourceLoader APIs for 1.0.
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- Virtual file system.
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- (stretch goal) Streamed resource loading.
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- (stretch goal) Add async API for ResourceManager.
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- (stretch goal) Virtual file system.
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## Serialization
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@@ -41,14 +41,15 @@
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- ~~Asset manager~~
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- ~~Separate engine and game into separate projects~~
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- Particle system 2.0
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- Reduce the size of Particle struct by infering most parameters through lifetime.
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- Reduce cache misses by utilizing SoA.
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- SIMD acceleration.
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- ~~Reduce the size of Particle struct by infering most parameters through lifetime.~~
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- ~~Reduce cache misses by utilizing SoA.~~
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- ~~SIMD acceleration.~~
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- Dynamically resize particle arrays as emitters get added or removed.
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## SceneGraph module
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- Layers (sorting mechanism)
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- Full overhaul using Entity Component architecture (not to be mistaken with ECS).
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- Layers (sorting mechanism)
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- Save/load scenes from file
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## Input
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