Toasty Update #6
engine sfml component based entity system toasty
I also changed the render system so that it no longer directly handles the texture caching responsibility and it is now handled by the TextureResourceLoader which it holds, I also plan on doing the same thing with culling and sorting which will sort of work like this:
- User adds a bunch of render components to some entities, then on every update:
- RenderSystem request a cull by the assigned CullingMechanism (If one is assigned).
- RenderSystem requests a sort from the culled components using the SortingMechanism (If one is assigned).
- RenderSystem draws the culled and sorted vector.
So here is culling and sorting working on 7k+ entities:
Compared to no culling but sorting:
That's a difference of ~180 FPS!
Pretty good IMO!