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Re:Flecs – A fast entity component system for C and C++ by korijn on Tuesday April 04, 2023 @02:05AM (#35435706)
Well, if those animations are things such as camera smoothing, it won't have such an impact. But I see your point.

Thanks for entertaining the idea!

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.