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Posted

There are already some hooks, but to have more flexibility and abilities to add more functionality i would suggest to add things like:

  • BEFORE_WORLD_UPDATE
  • AFTER_WORLD_UPDATE
  • BEFORE_CAMERA_RENDER (Used to update meshes based on the camera)
  • AFTER_CAMERA_RENDER (Maybe to reset some states)

Also some more for the render pipeline:

  • RENDER_INIT (don't know if its the same in 0.9.5, but in < 0.9.5 the VKdevice etc was lazy initialized, so that you need to HOOK into the RENDER or TRANSFER Hook to get the data)
  • Some more detailed Hooks into RENDER and/or TRANSFER (to add commands before the actual commands or after)

thats it for now. If someone has more ideas, you can add these here.

  • Upvote 3
  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
Posted

As you mentioned physics:

a callback into the function where the force is applied. (possibly needed for adding additional effectors like buoyancy or other forces)

  • Upvote 2
  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
  • 2 weeks later...
Posted

I was thinking it might also be useful to retrieve a list of hooks that have been added.  Like,

vector<void*> hooks = world->GetHooks(HOOK_WORLD_UPDATE);

I would use this mainly for debugging purposes, to make sure that I haven't accidentally added to many hooks or that I am actually removing a hook when I think I am.  I would place the hook.size() into my stats overlay so I can see what's going on.

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