Asteroids example #19
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Implemented example for asteroids from https://github.com/GameTechDev/asteroids_d3d12.
The purpose meant for testing 1000+ components, custom mesh generation, instancing, batch rendering. It's also meant to serve as baseline benchmark against the GameFoundry/bsf#339 ECS implementation I've been investigating. Ideally the ECS demo should have much faster updating and render batching of the asteroids.
At the moment I just have it relatively working, but I'm not sure how to put in custom assets into bsfExample. I also wasn't sure how the original asteroids demo was doing UV mapping cause I couldn't find it in the code.
Some other things I noted:
I haven't implemented textures for the asteroids yet.