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It would be very useful to make the core of Tauray operate more like a library, where it could be integrated as a part of other projects.
One of the potential issues with this is that many parts of Tauray may currently assume that the number of objects or materials in the scene does not change while the program is running. Tauray also has this kind of odd architecture where it avoids re-recording command buffers like plague. This most likely won't work well if the scene composition constantly changes.
One thing I would link with this is that I really want to get rid of the object-oriented, inheritance-based node design and replace that stuff with an entity-component style approach. I've done this once in a non-public Vulkan renderer, and it seemed to make the scene handling much simpler in the end.
Move from scene class hierarchy to ECS
Ensure everything works when scene composition changes during runtime
Specify a public API
The text was updated successfully, but these errors were encountered:
It would be very useful to make the core of Tauray operate more like a library, where it could be integrated as a part of other projects.
One of the potential issues with this is that many parts of Tauray may currently assume that the number of objects or materials in the scene does not change while the program is running. Tauray also has this kind of odd architecture where it avoids re-recording command buffers like plague. This most likely won't work well if the scene composition constantly changes.
One thing I would link with this is that I really want to get rid of the object-oriented, inheritance-based node design and replace that stuff with an entity-component style approach. I've done this once in a non-public Vulkan renderer, and it seemed to make the scene handling much simpler in the end.
The text was updated successfully, but these errors were encountered: