Use bytes for internal RGBA components of Color, iterate particles sequentially in ParticleEmitters, increase limit for CPU particles, reduce size of Particle struct.

This commit is contained in:
2024-10-16 00:28:39 +02:00
parent 692fdf8ef0
commit 7c7c61fd56
7 changed files with 71 additions and 78 deletions

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