Mark entities and components for destruction at a pre-defined point in the engine frame. This is a pre-req for a fully parallel renderer. Also consider replacing use of recursive_mutex as the main motivation was to allow cascading entity deletions based on events.
Also consider adding an entity flag to signal an entity will have no relationships, simplifying destruction of most entities.
Mark entities and components for destruction at a pre-defined point in the engine frame. This is a pre-req for a fully parallel renderer. Also consider replacing use of recursive_mutex as the main motivation was to allow cascading entity deletions based on events.
Also consider adding an entity flag to signal an entity will have no relationships, simplifying destruction of most entities.