indigo
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"VirtualDom" / Virtual Scene Graph
This needs some thought.
During the scene processing, we convert the SceneUpdateFragment
into a ListBuffer[DisplayEntity]
. You can't avoid the allocation costs of making the SUF, but is it possible to only process the parts of the SUF that have changed, and reuse parts that haven't?
There are lots of problems here, one example is that naively caching a sprite will cause it's animation to stop playing.