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Diffstat (limited to 'CHANGES.md')
-rw-r--r-- | CHANGES.md | 64 |
1 files changed, 32 insertions, 32 deletions
@@ -1,32 +1,32 @@ -# Change Log
-
-## 2013-10-29 [no-boost branch] - Removed boost dependency for everything except python integration.
-
-This branch requires C++11 support and has removed all the non-boost::python dependecies, reducing the overhead of running entityx.
-
-## 2013-08-22 - Remove `boost::signal` and switch to `Simple::Signal`.
-
-According to the [benchmarks](http://timj.testbit.eu/2013/cpp11-signal-system-performance/) Simple::Signal is an order of magnitude faster than `boost::signal`. Additionally, `boost::signal` is now deprecated in favor of `boost::signal2`, which is not supported on versions of Boost on a number of platforms.
-
-This is an implementation detail and should not affect EntityX users at all.
-
-## 2013-08-18 - Destroying an entity invalidates all other references
-
-Previously, `Entity::Id` was a simple integer index (slot) into vectors in the `EntityManager`. EntityX also maintains a list of deleted entity slots that are reused when new entities are created. This reduces the size and frequency of vector reallocation. The downside though, was that if a slot was reused, entity IDs referencing the entity before reallocation would be invalidated on reuse.
-
-Each slot now also has a version number and a "valid" bit associated with it. When an entity is allocated the version is incremented and the valid bit set. When an entity is destroyed, the valid bit is cleared. `Entity::Id` now contains all of this information and can correctly determine if an ID is still valid across destroy/create.
-
-## 2013-08-17 - Python scripting, and a more robust build system
-
-Two big changes in this release:
-
-1. Python scripting support (alpha).
- - Bridges the EntityX entity-component system into Python.
- - Components and entities can both be defined in Python.
- - Systems must still be defined in C++, for performance reasons.
-
- Note that there is one major design difference between the Python ECS model and the C++ model: entities in Python can receive and handle events.
-
- See the [README](https://github.com/alecthomas/entityx/blob/master/entityx/python/README.md) for help, and the [C++](https://github.com/alecthomas/entityx/blob/master/entityx/python/PythonSystem_test.cc) and [Python](https://github.com/alecthomas/entityx/tree/master/entityx/python/entityx/tests) test source for more examples.
-
-2. Made the build system much more robust, including automatic feature selection with manual override.
+# Change Log + +## 2013-10-29 [no-boost branch] - Removed boost dependency for everything except python integration. + +This branch requires C++11 support and has removed all the non-boost::python dependecies, reducing the overhead of running entityx. + +## 2013-08-22 - Remove `boost::signal` and switch to `Simple::Signal`. + +According to the [benchmarks](http://timj.testbit.eu/2013/cpp11-signal-system-performance/) Simple::Signal is an order of magnitude faster than `boost::signal`. Additionally, `boost::signal` is now deprecated in favor of `boost::signal2`, which is not supported on versions of Boost on a number of platforms. + +This is an implementation detail and should not affect EntityX users at all. + +## 2013-08-18 - Destroying an entity invalidates all other references + +Previously, `Entity::Id` was a simple integer index (slot) into vectors in the `EntityManager`. EntityX also maintains a list of deleted entity slots that are reused when new entities are created. This reduces the size and frequency of vector reallocation. The downside though, was that if a slot was reused, entity IDs referencing the entity before reallocation would be invalidated on reuse. + +Each slot now also has a version number and a "valid" bit associated with it. When an entity is allocated the version is incremented and the valid bit set. When an entity is destroyed, the valid bit is cleared. `Entity::Id` now contains all of this information and can correctly determine if an ID is still valid across destroy/create. + +## 2013-08-17 - Python scripting, and a more robust build system + +Two big changes in this release: + +1. Python scripting support (alpha). + - Bridges the EntityX entity-component system into Python. + - Components and entities can both be defined in Python. + - Systems must still be defined in C++, for performance reasons. + + Note that there is one major design difference between the Python ECS model and the C++ model: entities in Python can receive and handle events. + + See the [README](https://github.com/alecthomas/entityx/blob/master/entityx/python/README.md) for help, and the [C++](https://github.com/alecthomas/entityx/blob/master/entityx/python/PythonSystem_test.cc) and [Python](https://github.com/alecthomas/entityx/tree/master/entityx/python/entityx/tests) test source for more examples. + +2. Made the build system much more robust, including automatic feature selection with manual override. |