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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
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An experimental sprite rendering setup utilizing SSBO's, Threading, EnTT reactive systems, and array-textures based sprite caching.

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# 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.