Open teddyjwalsh opened 4 years ago
Need to figure out how to structure component and ugli structure. Tree would be intuitive. Would break out of contiguous memory, however, might not be so important for a client only component. Should the tree be in ugli? un-contiguous issue would still apply either way.
Structure might should be dictated by how engine user would build the hud. How should the engine user build the hud? Class? XML or other text method?
How should hud values be tied to game values and updated? pointers? Would component indices be possible? Would be nice to have data types that hud monitors not need knowledge of hud.
How should huds be turned on and off?
This should likely be done in plain opengl not raytracing