randomPoison / Gunship

An experimental game engine.
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Deffered Entity/Component Destruction #92

Closed randomPoison closed 9 years ago

randomPoison commented 9 years ago

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.

randomPoison commented 9 years ago

Deferred component destruction is now working, entity destruction still needs to be added.

randomPoison commented 9 years ago

Boom, done.