Asteroids built on a handmade engine for learning.
Doyle Thai
fd94eb5afd
Mobs battle in real-time with the hero when in range. Start encapsulating logic into entityStateSwitch() to organise entity properties changing between different states. Introduce basic concept of memory management in MemoryArena. Begin passing around a memory object to track memory usage and eventually delegate memory allocations through. Remove the old memory tracker in the debug object and incorporate into engine primarily. Add a debug console for logging information and events to the screen in a console-like fashion. Debug is now initialised after the game, this is so that you can pass the game's memory arena and font file to the debug services. Debug services now properly initialise debug element positions from this information and not through the update routine. |
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data | ||
extern | ||
src | ||
.clang-format | ||
.gitattributes | ||
.gitignore | ||
Dengine.sln | ||
Dengine.vcxproj | ||
Dengine.vcxproj.filters |