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License: MIT License
Collection of random D libraries, built for personal game development projects.
License: MIT License
Implement a light serialization library for networking purposes.
Cycles and stuff!
This is not pretty, maybe just post an error message if enabled?
Right now it will attempt to unregister from all systems if not specified specifically which to remove from, this may be undesirable (and slow).
Right now it's cumbersome to wire up dependencies between components if pointers are used for the task, use the @dependency annotation to let a component automatically produce code to get component pointers and set them in the construct_component function.
Abstract away all the boring dependency handling stuff basically.
Perhaps create some sort entity handle for the ecs id's, to make handling them a bit more logical.
Make a simple stack allocator for generic data (and simple interface to allocate classes in it) so it can be used for example for handling message queues, avoiding any unnecessary GC/otherwise allocator related churn.
We want to be able to let systems interact with eachother in a manner which lets you use polymorphism or a similar construct for behaviours.
For example, a controller for units which has an implementation of it which is AI controlled!
(todo, how to implement)
Use it for resource handling, stuff which gets allocated in bulk and released at once.
We need some of them quadtrees for the game.
Two projects depend on it, probably a good idea to not have it be broken.
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