https://sr.ht/~modevstudio
When buffers are full they will be flushed to newly created block on the heap. If entities not outlive the size of quick lifetime block, access to them will be as fast as stack memory.
When buffers are full they will be flushed to newly created block on the heap. If entities not outlive the size of quick lifetime block, access to them will be as fast as stack memory.
sr.ht/~modevstudio...
For DYNAMIC lifetime blocks, components chunks inserted at the end of the block if there are no free rows after previously deleted entities.
sr.ht/~modevstudio...
For DYNAMIC lifetime blocks, components chunks inserted at the end of the block if there are no free rows after previously deleted entities.
~ Moving forward, backward, left, right, angular.
~ Extreme breaking.
~ Increasing/decreasing max speed.
~ Choose weapon type (one/two bullets).
~ Shots interval (100 ms).
~ Impulses calculates depending on ship mass.
~ Bullet/asteroid collision animation.
#gamedev #raylib