About execution context.
snowfoxer opened this issue · 2 comments
Hi, I noticed that you dropped the execution context class in urho3d. Can you tell me why? I'm interested in this.
It just simplifies the code, when classes can keep static information (e.g. Texture class knows currently bound OpenGL textures) and subsystems can be accessed anywhere. Bear in mind, this is an experimental / toy engine. In Urho3D the idea was to theoretically allow multiple engine instances to exist in the same process with multiple contexts, but it's something that every class / feature would need to test that it actually works (also considering 3rd party libs)
Thanks for the explanation, I also think this is a good architecture for communication between multi-subsystems. In scripting languages I see it's a mapping of a context to a vm. To keep the script simple, this is fine.