Hey Robert, no problem, I have been busy with moving parts in other systems first, so I have only just now gotten around to it. I saw that you split it in two; providing a compatibility option for users is a good idea.
In regards to the particle systems, I am going to fix it after the namespace move is done and tested. I have some ideas for ensuring that the particle systems and the graphics system are not mutually dependent like I originally wrote it, but only that the particle system is dependent on the graphics system. I am thinking about putting the bridges (as in the parts of the particle system which is specific to a given graphics system) themselves in the particle systems, and ensuring that the graphics system is agnostic as to which particle system (if any) is being used. That would also be useful if we add more particle systems later and change the mechanism from an extension to a subsystem. A different way would be to make the graphics code in the particle systems independent of the graphics system, but I believe that better performance can be achieved if the particle systems can use code specific to each graphics system, so I am going to go in that direction.
And as a second heads-up, I have just moved the collision system, and I am going to begin moving the graphics system soon
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That screenshot looks nice; will the user be able to put objects and move them around in 3D, and will the user assign each object a model instead of a sprite?
In regards to the particle systems, I am going to fix it after the namespace move is done and tested. I have some ideas for ensuring that the particle systems and the graphics system are not mutually dependent like I originally wrote it, but only that the particle system is dependent on the graphics system. I am thinking about putting the bridges (as in the parts of the particle system which is specific to a given graphics system) themselves in the particle systems, and ensuring that the graphics system is agnostic as to which particle system (if any) is being used. That would also be useful if we add more particle systems later and change the mechanism from an extension to a subsystem. A different way would be to make the graphics code in the particle systems independent of the graphics system, but I believe that better performance can be achieved if the particle systems can use code specific to each graphics system, so I am going to go in that direction.
And as a second heads-up, I have just moved the collision system, and I am going to begin moving the graphics system soon
.That screenshot looks nice; will the user be able to put objects and move them around in 3D, and will the user assign each object a model instead of a sprite?