Add better click through semantics

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2026-05-21 08:55:27 +01:00
parent 2bff3eb93f
commit 72304ee925
6 changed files with 180 additions and 57 deletions
+28 -3
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@@ -222,15 +222,40 @@ Summarization of survey results and its limitations
## What more is needed?
Other features that a game engine should have/has (need to go in depth)
Other features that a game engine should have
core:
- app, defined with fixed heght/width and aspect ratio is maintained with letterboxing, and fps
- scenes
- elements in scenes (in screen coordinates)
- ElementText
- ElementRect
- ElementImage
- ElementScript - uses function to return a pizel buffer each frame, can use frame caching (for stuff liek minimaps)
- should not reallocate every frame, can use dirty flag based system, uses a single string \
from ruby and maybe keep string alive (add to gc exception) on c++ side too and use the same buffer to send to sdl. \
so 2 copies 1 from ruby which can eb directly edited and then 1 a sdl texture object
- ElementWorld - (It is a view through a camera)
- The world has to have an ecs system buitl in it
- components are type definitions (and thier instances are stored in cache efficient arrays)
- systems use queries to select components (with filtering) and can perform bulk operations on them
- entities - an id and position which can relate to compoenent instances
- The world can render everything in view based on camera, and everything inside here is in world coordinates
- shaders, layers on top of teh world, (per world, not possible per entity)
extra:
- physics (forces, mass, movement and collisions)
- Localization
- keymappings (and settings)
- shaders
- tilesets
- sprite system (tiled, animated, static etc.)
- 9 segment ui
- 9 segment ui system
- audio playing
- network interface, with a lib to work with rack backends (and generic socket api)
- persistence store