Re:Flecs – A fast entity component system for C and C++
by cnity on Tuesday April 04, 2023 @04:31AM
(#35436730)
You just have to include all the parameters of the animation as part of your "dirtiness" calculation. I reckon in practice this means centralising pretty much _all game state_ in some way that you force the dirtiness state to be set correctly.
Thanks for entertaining the idea!