Example #1
0
 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();
 }
Example #2
0
 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();
 }