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I implemented Coroutines with the goal for them to be similar to Unity while still being able to use generically (think
std::generator)This draft is to open a discussion about 2 main things:
IEnumerators know what the state is of the game loop?If we want a
co_yield WaitForEndOfFrame();we need a way to globally access the state of the internal gameloop. It seems to be that is a part ofSceneManagerbut then I wonder why it was advised to make the coroutine system be a part of theGameContext.Code is partially tested but not fully battle tested so it is very possible that stuff fundamentally doesn't work yet. I feel like I need to incorporate it to the engine before I thoroughly do that.