Stage 2: render pipeline and UI toolkit over gpu/platform. Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS. Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth). Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
37 lines
656 B
Go
37 lines
656 B
Go
package sceneload
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import (
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"aego/asset"
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"aego/core/ids"
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"aego/render/mesh"
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"aego/render/texture"
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)
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type stubResolver struct {
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region texture.Region
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}
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func (s *stubResolver) Texture(ids.AssetID) (texture.Region, bool) {
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return s.region, !s.region.IsZero()
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}
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func (s *stubResolver) Mesh(ids.AssetID) (*mesh.Mesh, bool) {
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return nil, false
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}
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func (s *stubResolver) Scene(ids.AssetID) ([]byte, bool) {
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return nil, false
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}
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func (s *stubResolver) Prefab(ids.AssetID) ([]byte, bool) {
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return nil, false
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}
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func (s *stubResolver) Generation() uint32 {
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return 1
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}
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func (s *stubResolver) Subscribe(func(asset.Reloaded)) func() {
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return func() {}
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}
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