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Implement renderer system with simple mesh proxy and light proxy
Use BVH to speedup culling
Move high-level renderer to another project
Implement entity system
Implement input system
Implement physics system with body proxy
Simple event handling system
Some notes:
All components should be kept in a memory pool (one memory pool for one component type).
Components should be as small as possible - they should contain only "configuration", all additional data (e.g. shadow map pointer for lights) should be managed by an appropriate system. Components will usually create some kind of system proxy when it's possible, e.g. when mesh resource was loaded.
The text was updated successfully, but these errors were encountered:
Some notes:
The text was updated successfully, but these errors were encountered: