Destroying an entity can be pretty expensive, especially if its the root of a large hierarchy and all its children need to be destroyed, too. Entity destruction should be deferred until a fixed point in the update loop to prevent hiccups in performance when gameplay code is executing.
This relates to #35, since we need to traverse the transform hierarchy on entity destruction.
Destroying an entity can be pretty expensive, especially if its the root of a large hierarchy and all its children need to be destroyed, too. Entity destruction should be deferred until a fixed point in the update loop to prevent hiccups in performance when gameplay code is executing.
This relates to #35, since we need to traverse the transform hierarchy on entity destruction.