/** * @file scene.c * @author your name (you@domain.com) * @brief * @version 0.1 * @date 2024-10-18 * * @copyright Copyright (c) 2024 * */ #include // Retained mode scene tree that handles performant transform propagation, and allows systems, or other languages via bindings, to // manipulate rendering/scene data without *owning* said data. typedef struct scene_tree_node { const char* label; } scene_tree_node; DEFINE_HANDLE(scene_node_handle); TYPED_POOL(scene_tree_node, scene_node); typedef struct render_scene_tree { } render_scene_tree; // What kind of operations and mutations can we perform on the tree?