支持Component Entity System啥的
Core system and features
- Multi threaded OpenGL rendering.
- Multi threaded task processing and resource loading.
- Entity Component System (ECS).
- Scene management.
- Scene transition effect.
- ECS based scene graph (GComponentLocalTransform).
- Camera system.
- Anchor and flip x/y (GComponentAnchor).
- Sprite sheet.
- Frame based animation.
- Tween animation using the tween module in my cpgf library.
- Low level automatically batching draw calls.
- Finite state machine.
- Event driven.
- Memory pool and cached entities and components. So CPU cache optimization is considered.
- Underlying rendering engine agnostic. We can replace SFML with any other engine or even 3D engine simply and easily.
- Script binding using cpgf. Current Lua is supported and and is working in progress.