Switch developing game to asteroids, start project
Switch to something of smaller scope in aim to be able to finish a project from start to finish. Also allow refreshed eyes to review the existing API and see what can be improved on after taking a short break from the project.
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+11
-20
@@ -3,7 +3,8 @@
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#include "Dengine/Debug.h"
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#include "Dengine/Math.h"
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#include "Dengine/OpenGL.h"
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#include "Dengine/WorldTraveller.h"
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#include "Dengine/MemoryArena.h"
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#include "Dengine/Asteroid.h"
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INTERNAL inline void processKey(KeyState *state, int action)
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{
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@@ -142,6 +143,7 @@ i32 main(void)
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i32 frameBufferWidth, frameBufferHeight;
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glfwGetFramebufferSize(window, &frameBufferWidth, &frameBufferHeight);
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glViewport(0, 0, frameBufferWidth, frameBufferHeight);
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v2 windowSize = V2i(frameBufferWidth, frameBufferHeight);
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glfwSetKeyCallback(window, keyCallback);
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glfwSetCursorPosCallback(window, mouseCallback);
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@@ -161,9 +163,8 @@ i32 main(void)
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*******************
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*/
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Memory memory = {0};
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size_t persistentSize = MEGABYTES(128);
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size_t transientSize = MEGABYTES(128);
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MemoryIndex persistentSize = MEGABYTES(128);
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MemoryIndex transientSize = MEGABYTES(128);
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memory.persistentSize = persistentSize;
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memory.persistent = PLATFORM_MEM_ALLOC_(NULL, persistentSize, u8);
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@@ -171,15 +172,8 @@ i32 main(void)
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memory.transientSize = transientSize;
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memory.transient = PLATFORM_MEM_ALLOC_(NULL, transientSize, u8);
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GameState worldTraveller = {0};
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worldTraveller_gameInit(&worldTraveller,
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V2i(frameBufferWidth, frameBufferHeight), &memory);
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#ifdef DENGINE_DEBUG
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debug_init(&worldTraveller.arena_, V2i(windowWidth, windowHeight),
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worldTraveller.assetManager.font);
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#endif
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glfwSetWindowUserPointer(window, CAST(void *)(&worldTraveller));
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GameState gameState = {0};
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glfwSetWindowUserPointer(window, CAST(void *)(&gameState));
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/*
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*******************
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@@ -206,10 +200,11 @@ i32 main(void)
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glfwPollEvents();
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/* Rendering commands here*/
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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worldTraveller_gameUpdateAndRender(&worldTraveller, secondsElapsed);
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asteroid_gameUpdateAndRender(&gameState, &memory, windowSize,
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secondsElapsed);
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GL_CHECK_ERROR();
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/* Swap the buffers */
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@@ -235,14 +230,10 @@ i32 main(void)
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f32 msPerFrame = secondsElapsed * 1000.0f;
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f32 framesPerSecond = 1.0f / secondsElapsed;
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i32 entityCount =
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worldTraveller.world[worldTraveller.currWorldIndex]
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.freeEntityIndex;
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char textBuffer[256];
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snprintf(textBuffer, ARRAY_COUNT(textBuffer),
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"Dengine | %f ms/f | %f fps | Entity Count: %d",
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msPerFrame, framesPerSecond, entityCount);
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msPerFrame, framesPerSecond, 0);
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glfwSetWindowTitle(window, textBuffer);
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titleUpdateFrequencyInSeconds = 0.5f;
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