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hierarchy.txt
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note: this is for components that allocate some kind of object
##component wise (in hiararchical order):
system:
level 0:
log, time
level 1:
config
level 2:
fs, io-batcher, other io, network, pools
level 3:
cache
backends:
level 0:
winit/native, sound, sql, wasm-runtime
level 1:
vulkan backend instance
level 2:
vulkan backend device
level 3:
vulkan backend swapchain, winit/window
level 4:
rest of vulkan backend
frontend-backend communication:
level 0:
graphics, sound(frontend)
level 1:
wasm-graphics, wasm-fs, av-encoder
frontend:
level 0:
communication layer/interface for physics and rendering,
communication layer/interface for physics and sql,
communication layer/interface for physics and network,
input handling + binds etc.,
demos,
ghosts,
level 1:
camera, containers(skin etc.)
level 2:
game physics, map render, tee render, effects render, weapon render, entities render
level 3:
ui
##details
vulkan backend:
level 0:
instance
level 1:
device
level 2:
swapchain, memory
level 3:
buffers, images
level 4:
command pools etc.
level 5:
command buffers
graphics:
level 0:
graphics-backend (not the graphics-library backend)
level 1:
graphics-stream-handle (streamed vertices)
level 2:
graphics-texture-handle, graphics-buffer-handle