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An experimental sprite rendering setup utilizing SSBO's, Threading, EnTT reactive systems, and array-textures based sprite caching.

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kumihoclub/entt-reactive

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Cody Goodson
Jul 30, 2019
8207df2 · Jul 30, 2019

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entt-reactive

An experimental sprite rendering setup utilizing pooled SSBO's, a multithreaded setup based on Even Todd's The Poor Man's Threading Architecture, array-texture based sprite cache generation to allow for bindless per-sprite rendering, and EnTT's reactive systems to detect transform/sprite changes and generate update commands for the pools.

This repo was originally an experimental private repo, and as a result it is a bit dirty with not much documentation.

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An experimental sprite rendering setup utilizing SSBO's, Threading, EnTT reactive systems, and array-textures based sprite caching.

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