Skip to content

ECS Part 7 | entity Model#2680

Merged
IntegratedQuantum merged 87 commits intoPixelGuys:masterfrom
tillpp:ECS_AddEntityModel
Apr 11, 2026
Merged

ECS Part 7 | entity Model#2680
IntegratedQuantum merged 87 commits intoPixelGuys:masterfrom
tillpp:ECS_AddEntityModel

Conversation

@tillpp
Copy link
Copy Markdown
Contributor

@tillpp tillpp commented Mar 6, 2026

Sixth step of splittig up the 3000 lines big PR: #2652
(requires Part 1 to 6, except 4)

Adds EntityModels

tillpp and others added 28 commits March 6, 2026 10:35
Co-authored-by: careeoki <122191047+careeoki@users.noreply.github.com>
also renamed entity.zig -> clientEntity.zig to make it easier to distingues it from the already existing Entity.zig in server/
@Wunka Wunka moved this to WIP/not ready for review in PRs to review Mar 7, 2026
Comment thread src/assets.zig Outdated
Comment thread src/assets.zig Outdated
Comment thread src/assets.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/assets.zig Outdated
Comment thread assets/cubyz/entityModels/cubert.zig.zon
Comment thread src/assets.zig Outdated
Comment thread src/assets.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig Outdated
Comment thread src/entityModel.zig
@IntegratedQuantum IntegratedQuantum merged commit 6762462 into PixelGuys:master Apr 11, 2026
1 check passed
IntegratedQuantum added a commit that referenced this pull request Apr 11, 2026
Requires #2733 and #2680 

Progress towards #2419 and #87

progress towards #2777
fixes #2830

So far only works in blockbench coordinate system (right handed, y-up,
z-forward) converting it to our system, so for now you have to be sure
you export your mesh in the right system if its from another program.
Doesn't load textures so they are still stored in game assets. This is a
really simple start that i will build up on in future PRs.

A few questions still remain:
- ~~Do we want to keep the legacy .obj loading?~~ (no, because in a
later pr when i add joints i wont be able to add them and it will brake
stuff, and thats generally useless)
- ~~Do we want to load the file data ourselves and then feed it into the
cgltf or just let cgltf handle that~~ (turns out there is no problem
with that so its best to do that so that we can have local allocations)
- Do we want to override cgltf allocation functions?
- ~~Do we want to try handle other possible edge cases that might happen
when exporting from other applications? (like different coordinate
systems and stuff)~~ (yes #2777)

---------

Co-authored-by: till++ <tillplusplus@gmail.com>
Co-authored-by: careeoki <122191047+careeoki@users.noreply.github.com>
Co-authored-by: tillpp <tillpp@users.noreply.github.com>
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

Archived in project

Development

Successfully merging this pull request may close these issues.

5 participants