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Preprocessing was done in rust.
InstancesToProcess are filled inside allocation code where I check with a concept if a certain object is inheriting from my base BInstance - if it does inherit from it then Im checking if it's class with typeid is within my property map and if it is then I temporarily add it to InstancesToProcess which are processed at the beginning of the frame to be later cleared.
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How I Implemented Header Tool for my Game Engine (C++ Reflection) | NatokHD