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Refactor - Seperate Subsystems #367

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datacrystals opened this issue Sep 7, 2022 · 0 comments · Fixed by #436
Closed

Refactor - Seperate Subsystems #367

datacrystals opened this issue Sep 7, 2022 · 0 comments · Fixed by #436
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enhancement New feature or request help wanted Extra attention is needed

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@datacrystals
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Migrate VisualRender system out into different pieces:

Processing steps:

  1. Scene Processing (Physics, Animations, Scripts, etc.)
  2. Scene to mesh Conversion (Extract all meshes and associated textures into a mesharray)
  3. Render lighting updates for the mesharray
  4. Render mesharray

New data types:

  1. MeshArray (Vector containing mesh objects with their associated texture info, matricies)

Data types to refactor:

  1. Vertex - minify if possible
  2. Mesh - minify if possible
  3. Scene - make threadsafe if possible

Systems To Refactor:

  1. SceneManager - create threadsafe update functions
  2. Visualrenderer - reduce massive size and bloat, seperate editor and internal systems
  3. Renderermanager - seperate out editor and internal systems

New systems:

  1. Scene2Mesh (find name for this) - Create subsystem to convert the scene into a mesh
  2. LightingSystem (find name for this) - Create subsystem to handle the lights independently and async
  3. MeshArrayRenderer (find new name for this) - takes over much of the visualrenderer, renders things for the user
  4. SceneProcessing (Multiple systems) - Move this out into its own systems (all async)

Documentation

  • Add tutorials and update documentation

Convert this to a project board - then create issues from that. Use this as the branch to merge those sub-branches into.

@datacrystals datacrystals added enhancement New feature or request help wanted Extra attention is needed labels Sep 7, 2022
@datacrystals datacrystals self-assigned this Sep 7, 2022
@datacrystals datacrystals linked a pull request Sep 30, 2022 that will close this issue
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