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Components that are specified as dependencies must implement an empty constructor, and thus removing the possibility to pass parameters to a dependency upon construction.
This is currently due to ...
id# 1307 | Planned Release: None | Last Updated: Sep 7 2007 at 11:44 AM
by shrt
The material component should, at its core, just be storing an Effect (shader). This might seem like a waste, but would provide a way of encapsulating certain shader specific code away into a compo...
id# 925 | Planned Release: None | Last Updated: Aug 30 2007 at 9:27 AM
by shrt
Ability to compose entities from an editable file would ease editing of entities/components without changing any code, and thus make the system even more data-driven.
id# 1017 | Planned Release: None | Last Updated: Aug 30 2007 at 9:23 AM
by shrt
EntityComponent.Start() is never called if component is added to an Entity after entity construction or after game initialization.
id# 1087 | Planned Release: 1.2 Beta | Last Updated: Aug 29 2007 at 11:27 AM
by shrt
Hi,
You think about integrate a new service, like a rigid body, AI? You will use another framework like a http://www.codeplex.com/xnadevru to physics and http://www.codeplex.com/animationcompone...
id# 981 | Planned Release: None | Last Updated: Aug 23 2007 at 11:31 AM
by shrt
As of now, the Utility namespace provides no help with managing cameras, which is fine to some extent. But, having access to a system that automatically handles/manages cameras would be a great hel...
id# 924 | Planned Release: None | Last Updated: Aug 19 2007 at 8:51 PM
by shrt
Implementing serialization would allow for storing scenes in xml, or a binary format thus increasing the frameworks' data-driven capabilities.
id# 880 | Planned Release: None | Last Updated: Aug 19 2007 at 8:31 PM
by shrt
The removal code in collections/managers are somewhat spaghetti-ish, and could use some proper cleaning to enhance readability and logic.
id# 887 | Planned Release: None | Last Updated: Aug 19 2007 at 8:31 PM
by shrt
When parenting entities that contains a Transform component, the Transform.Position property will always represent the position relative to the parent entity, and the only way to get its absolute p...
id# 882 | Planned Release: None | Last Updated: Aug 19 2007 at 8:30 PM
by shrt
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