Commit Graph
3 Commits
Author SHA1 Message Date
YourWishesandClaude Sonnet 5 9a24b3d7db Bring the entity-component system online: rendering, scene manager, scripting
entityRenderAll() (src/dusk/entity/entityrender.c) ports ac2's
scene.c:sceneRender() camera/view-matrix/draw-loop logic as a standalone
function - find the active camera, bind SHADER_UNLIT with its projection/
view, draw every COMPONENT_TYPE_RENDERABLE entity. display.c calls it each
frame between the screen clear and screenUnbind(), the same spot the old
sceneRender() used to sit.

A single-scene scene manager (src/dusk/scene/, ported from ac2 minus its
prefab system and physics/trigger stepping - that module hasn't been
ported yet) sits alongside this but isn't wired into the engine loop yet;
only one scene can ever exist (no SCENE_COUNT_MAX array).

entitymanager.c/h removed entirely: its three arrays (entities/components/
entitiesWithComponent) are now plain globals in entity.h/.c
(ENTITIES/COMPONENTS/ENTITIES_WITH_COMPONENT), and every entity/component
function across the whole ECS (entity, component, position, camera,
renderable, physics, trigger, animation) drops its entitymanager_t *mgr
parameter to operate on them directly - there was only ever one instance of
that struct in the whole engine, so the indirection bought nothing.

New duskscript bindings (src/dusk/script/native/entity/) expose entityAdd,
entityAddComponent/entityGetComponent, entitySetName/entityGetName/
entityFindByName, entityDispose/entityDisposeDeep,
entityPositionSetLocalPosition/entityPositionLookAt,
entityRenderableSetMesh (by name - cube/plane/sphere/capsule/triprism/quad),
and COMPONENT_TYPE_*/ENTITY_ID_INVALID/COMPONENT_ID_INVALID constants.
assets/init.ds uses them to spawn a camera (via LookAt from (3,3,3) at the
origin), a cube and a plane as the engine's first real content on the new
ECS.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-10-15 09:08:20 -05:00
YourWishesandClaude Sonnet 5 5c259e46e2 init.ds: print Test to confirm it runs on boot
Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-10-14 22:59:42 -05:00
YourWishesandClaude Sonnet 5 00b73050ad Run init.ds from engineInit once every other system is ready
assets/init.ds is compiled and packed as init.dsb like any other script, and
engineInit() runs it as the very last init step - after scriptInit() and
sceneInit(), right before the initial scene is set - so it's free to use any
engine system (display, audio, save, rpg, ui, scenes, ...) without having to
special-case startup ordering. A syntax error or runtime failure in init.ds
is fatal, same as every other errorChain()'d init step.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-10-14 22:33:50 -05:00