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Carter Anderson 2020-01-11 01:47:32 -08:00
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# Bevy Outline
## High Level
* ECS at its core (but only where needed)
* Simple api backed by flexible systems
* ex: PBR renderer built on a render graph system
* Flexbox ui
* simple, standard, good implementations exist
* 100% rust (except for the few cases where this is impossible)
* Batteries included
* 2d/3d rendering, ui, physics, networking, etc
* Editor: also a "game"
* dogfood components
* Fast app compile times (< 5 seconds)
## Dependencies
* Legion ecs
* wgfx-rs
* nalgebra
* nphysics/ncollide
## Outline
* Core
* Shared
* Types
* enum PropertyValue
* DATATYPE_WRAPPERS_HERE
* Analog: godot's Variant
* struct Property
* Description: Dynamic data
* Ex: exported to editor, uniforms in shaders
* Tags: ```HashSet<string>```
* struct Texture
* Components
<!-- Hierarchy -->
* Parent
* Children ```Vec<EntityId>```
<!-- Properties-->
* Properties
* ```HashMap<string, Property>```
<!-- Rendering -->
* Mesh
* Armature
* Material
* Systems
<!-- Rendering -->
* UpdateArmatureTransforms
* SyncPropertiesToMaterialUniforms
* 3d
* Components
<!-- Position -->
* Transform
* GlobalTransform
<!-- Physics -->
* PhysicsBody
* CollisionShape
* RigidBody
* Systems
<!-- Position -->
* CalculateGlobalTransform
* Dep: Child, GlobalTransform, Transform
<!-- Physics -->
* UpdateCollisions/NCollide
* Dep: CollisionShape, PhysicsBody, GlobalTransform
* UpdateRigidBodies/NCollide
* Dep: PhysicsBody, RigidBody, GlobalTransform
* 2d
* Components
<!-- Position -->
* Transform2d
* GlobalTransform2d
<!-- UI -->
* Element
<!-- Physics -->
* PhysicsBody2d
* CollisionShape2d
* RigidBody2d
* Systems
<!-- Position -->
* CalculateGlobalTransform2d
* Dep: Child, GlobalTransform2d, Transform2d
<!-- Physics -->
* UpdateCollisions2d/NCollide
* Dep: CollisionShape2d, PhysicsBody2d, GlobalTransform2d
* UpdateRigidBodies2d/NCollide
* Dep: PhysicsBody2d, RigidBody2d, GlobalTransform2d