Using memory arena in the game that supports hot reload

This commit is contained in:
2026-07-28 15:44:41 -04:00
parent 39586c968a
commit 4081539ee4
24 changed files with 219 additions and 217 deletions
+14 -15
View File
@@ -2,23 +2,22 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Container/Vector.h>
#include <game.h>
namespace Game
using EntityID = uint64_t;
struct Entity;
struct EntityManager
{
using EntityID = uint64_t;
static EntityID ID;
struct Entity;
struct EntityManager
{
static EntityID ID;
Juliet::Arena* Arena;
Juliet::Arena* Arena;
// TODO: Should be a pool
Juliet::VectorArena<Entity, 1024> Entities;
};
// TODO: Should be a pool
Juliet::VectorArena<Entity, 1024> Entities;
};
void InitEntityManager(Juliet::NonNullPtr<Juliet::Arena> arena);
void ShutdownEntityManager();
EntityManager& GetEntityManager();
void RegisterEntity(EntityManager& manager, Entity* entity);
} // namespace Game
void InitEntityManager(Juliet::NonNullPtr<World> world);
void ShutdownEntityManager();
EntityManager& GetEntityManager();
void RegisterEntity(EntityManager& manager, Entity* entity);