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https://github.com/kumihoclub/entt-reactive
An experimental sprite rendering setup utilizing SSBO's, Threading, EnTT reactive systems, and array-textures based sprite caching.
https://github.com/kumihoclub/entt-reactive
Last synced: 28 days ago
JSON representation
An experimental sprite rendering setup utilizing SSBO's, Threading, EnTT reactive systems, and array-textures based sprite caching.
- Host: GitHub
- URL: https://github.com/kumihoclub/entt-reactive
- Owner: kumihoclub
- License: mit
- Created: 2019-04-05T01:31:38.000Z (over 5 years ago)
- Default Branch: master
- Last Pushed: 2019-07-30T23:27:55.000Z (over 5 years ago)
- Last Synced: 2024-07-28T23:08:08.955Z (5 months ago)
- Language: C
- Homepage:
- Size: 8.25 MB
- Stars: 6
- Watchers: 1
- Forks: 1
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- AwesomeCppGameDev - entt-reactive - textures based sprite caching. (GameProgramming)
README
# entt-reactive
An experimental sprite rendering setup utilizing pooled SSBO's, a multithreaded setup based on Even Todd's [The Poor Man's Threading Architecture](http://etodd.io/2016/01/12/poor-mans-threading-architecture/), array-texture based sprite cache generation to allow for bindless per-sprite rendering, and EnTT's reactive systems to detect transform/sprite changes and generate update commands for the pools.This repo was originally an experimental private repo, and as a result it is a bit dirty with not much documentation.