Comments (3)
We'll also need to keep QuadBatch stuff within the display API, as we'll need this for FrameBuffer coolness.
from serpent.
In fairness there probably isn't enough code right now to warrant a graphics2D repo.
from serpent.
Nearly done, all major splitting is complete anyway. Went with:
serpent
serpent-tiled
serpent-physics2d
from serpent.
Related Issues (20)
- Add Animation APIs
- Basic Windows build HOT 8
- Integrate bgfx callbacks
- Correctly integrate shader builds HOT 3
- Add Shader handles
- Remove static initialisers for bgfx HOT 1
- Simplify registerComponent usage
- serpent-demo-rpg broken with debug build HOT 1
- Set sampling per-texture-basis HOT 3
- Begin integrating Chipmunk2D HOT 5
- Scene makes no sense. Kill in favour of Space HOT 1
- Future: CameraSystem + changed support HOT 1
- EntityManager crash on finalization HOT 12
- Add support for 3d graphics HOT 3
- Improve ECS performance HOT 4
- Split demos into separate projects HOT 2
- Clip offscreen sprites HOT 1
- Abstraction of pipeline
- Add subtextures
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from serpent.