Project put on pause.
- Test if ecs works in external crates
- Add tests for ecs macros
- Add comments to explain all f****** regexes
- Replace check_if_components_locked with file check
- Add function to check components.toml hasn't been tampered with
- Subdivide engine macro into engine!() and ecs!() for tests
- Add engine trait
- Add parameters for engine macro (name, headless: Hydrogen, screen: Diesel, default: Engine) perhaps by parsing it using syn::Punctuated
- Make triangle test work
- Try loading shaders in a more friendly way
- Add back VertexGroups
- Implement the idea behind RendererCommands using ECS
- Add [] operators for Scene
- Divide into workspaces
- Redo code layout
scene.components(|n| generate_entity_from_id(n)).components(...).entities(1000);
- lib.rs: Home of the infamous Engine with it's configuration and constructors
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manifestation.rs: Definition of the Renderer trait
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lift_off.rs: List of useful utilities for initializing a Renderer
- headless.rs: Headless renderer (run without any output)
- screen.rs: Screen renderer (linked to a window)
- image.rs: Image renderer (linked to an image on the cpu)
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artist.rs: A collection of small functions that aid the rendering process
- commands.rs: Record a command buffer (which regroups all the necessary steps that the gpu has to take to render everything)
- pipeline.rs: Create a pipeline (which describes how a particular object should be rendered)
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nostalgia.rs: Everything to do with allocating memory on the gpu (think buffers or textures)
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liberty.rs: Configuration
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