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Overhaul load state machine
Summary
Leaner API & make loading steps more configurable per type
Current State
Currently, loading is klunkly. APIs should probably have a single entry point for accessing resources, in both offline & runtime. We should also have a way for defining the loading graph per resource type, or just per resource. Use Reference<T> in the APIs, and avoid the mix of Handle<T>, HandleUntyped, ReferenceUntype. Are those really useful?
Tasks
- [x] Remove all the AssetRegistry::loadXXX() APIs and keep a single async one.
- [x] Remove the loading thread
- [x] Implement entity
- [x] Implement an example, like shader and texture
- [ ] Review API with Rendering team ...