Asteroids built on a handmade engine for learning.
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Doyle Thai fd94eb5afd Mobs battle with hero, engine architect. changes
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.
2016-07-19 21:19:26 +10:00
data Create empty texture idea, change function scopes 2016-07-16 17:15:03 +10:00
extern Complete port over to C, replace glm math lib 2016-06-18 19:12:09 +10:00
src Mobs battle with hero, engine architect. changes 2016-07-19 21:19:26 +10:00
.clang-format Port project over to C, some C++ left 2016-06-18 00:40:40 +10:00
.gitattributes Initialise repo 2016-06-03 15:07:40 +10:00
.gitignore Build world model in engine 2016-06-17 00:14:58 +10:00
Dengine.sln Initialise repo 2016-06-03 15:07:40 +10:00
Dengine.vcxproj Mobs battle with hero, engine architect. changes 2016-07-19 21:19:26 +10:00
Dengine.vcxproj.filters Mobs battle with hero, engine architect. changes 2016-07-19 21:19:26 +10:00