Kelsidavis-WoWee/src/game/world.cpp
Kelsi 9c3faa0e16 Clarify World stub methods: terrain/entity state lives in subsystems
Remove TODO comments from World::update() and World::loadMap() and
replace with explanatory comments. World is an intentional thin token;
the actual work happens in Application (TerrainManager, camera) and
GameHandler (packet processing). This reflects the current architecture
rather than implying missing work.
2026-03-09 15:54:43 -07:00

18 lines
614 B
C++

#include "game/world.hpp"
namespace wowee {
namespace game {
void World::update([[maybe_unused]] float deltaTime) {
// World state updates are handled by Application (terrain streaming, entity sync,
// camera, etc.) and GameHandler (server packet processing). World is a thin
// ownership token; per-frame logic lives in those subsystems.
}
void World::loadMap([[maybe_unused]] uint32_t mapId) {
// Terrain loading is driven by Application::loadOnlineWorld() via TerrainManager.
// This method exists as an extension point; no action needed here.
}
} // namespace game
} // namespace wowee