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This is not a real ticket but rather a list of things to be done or considered as tickets
Input pathways. Many classes call glfwGetKey() (e.g. keytrigger) where Input should probably be handled at a central point
Camera / HUD access: many classes want to display things, should the be via world::instance()->player()? Ideally, everything important should be a configurable inputaction/keymapping (yes, even if nobody's going to change it)
gamestates have accessors to their triggers so gameplay can set their targets. Is this the proper statemachine way? If yes, rethink
global singleton soundmanager. does the job and everything, but when pausing the game I want the music to keep playing but the engines to pause etc - sounds should be part of the scene
streamredirect - use again or remove
Consider Multithreading approaches
de-singletoning the World is already planned. This should allow things like async loading
scripting, ai, maybe splitdetection and other things can travel to other threads
ideally, even the world simulation can be multithreaded for performance
add whatever you stumble upon
The text was updated successfully, but these errors were encountered:
This is not a real ticket but rather a list of things to be done or considered as tickets
The text was updated successfully, but these errors were encountered: