public Scene() { _gameObjects = new List <GameObject>(); _toRemove = new List <GameObject>(); _updatables = new List <IUpdatableSystem>(); _eventProcessors = new List <ISystemEventProcessor>(); _systems = new Dictionary <Type, SceneSystem>(); FrameQueue = new DrivenWorkQueue(); }
public ClunkerApp(ResourceLoader resourceLoader, Scene initialScene) { Resources = resourceLoader; //Serializer = new Serializer(new SerializerOptions(true, true, // new[] // { // Surrogate.Create<Resource<Image<Rgba32>>, ResourceSurrogate<Image<Rgba32>>>(r => new ResourceSurrogate<Image<Rgba32>>() { Id = r.Id }, s => resourceLoader.LoadImage(s.Id)) // })); NextScene = initialScene; _renderers = new List <IRenderer>(); WorkQueue = new RoundRobinWorkQueue(new ThreadedWorkQueue(), new ThreadedWorkQueue(), new ThreadedWorkQueue(), new ThreadedWorkQueue(), new ThreadedWorkQueue(), new ThreadedWorkQueue()); BestEffortFrameQueue = new DrivenWorkQueue(); }