klepto2 Posted March 8 Share Posted March 8 There are already some hooks, but to have more flexibility and abilities to add more functionality i would suggest to add things like: BEFORE_WORLD_UPDATE AFTER_WORLD_UPDATE BEFORE_CAMERA_RENDER (Used to update meshes based on the camera) AFTER_CAMERA_RENDER (Maybe to reset some states) Also some more for the render pipeline: RENDER_INIT (don't know if its the same in 0.9.5, but in < 0.9.5 the VKdevice etc was lazy initialized, so that you need to HOOK into the RENDER or TRANSFER Hook to get the data) Some more detailed Hooks into RENDER and/or TRANSFER (to add commands before the actual commands or after) thats it for now. If someone has more ideas, you can add these here. 3 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
SpiderPig Posted March 8 Share Posted March 8 I would have use for these as well. Also BEFORE_PHYSICS_UPDATE & AFTER_PHYSICS_UPDATE would be good. Quote Link to comment Share on other sites More sharing options...
klepto2 Posted March 8 Author Share Posted March 8 As you mentioned physics: a callback into the function where the force is applied. (possibly needed for adding additional effectors like buoyancy or other forces) 2 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
SpiderPig Posted March 19 Share Posted March 19 I was thinking it might also be useful to retrieve a list of hooks that have been added. Like, vector<void*> hooks = world->GetHooks(HOOK_WORLD_UPDATE); I would use this mainly for debugging purposes, to make sure that I haven't accidentally added to many hooks or that I am actually removing a hook when I think I am. I would place the hook.size() into my stats overlay so I can see what's going on. Quote Link to comment Share on other sites More sharing options...
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