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78 lines (53 loc) · 1.63 KB
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MATRICES ARE IN COLUMN MAJOR ORDER (to reflect GLSL)
dependencies
------------
- gl
- glfw3 (included in ext/)
- glew (included in ext/)
- stb_image (included in ext/)
- luajit (included in ext/)
- chipmunk (included in ext/)
ideas
-----
- message system: there is none -- instead you just have a system that
best does the job you want -- why generic messages? do each thing the best
way it can be done ('collision' message would just be a collision system that
stores a dual map of two ids to the collision contact, etc.)
- in edit mode each system has its own window with all entities, when you
select one it focuses on the right row -- allows system-specific interfaces
(transform is a tree etc.)
- is the system-data extremely tight coupling right now good?
- it made it easy to see all the data about, for example, sprites,
visualize the invariants and make sure they held on *_remove() etc.
todo
----
- easy: make entity_destroyed(ent) be true iff. on 2nd pass of
destroyed map?
- easy: move window stuff from game into a new window system
(bg_color, size)
- easy: serialize global physics properties, expose more physics
functions
files
-----
- src/: C code for core (except in test directory)
- data/ data for core (except in test directory)
- src/test/: C code for test game
- data/test: data for test game
- data/cgame.lua: cgame lua interface -- available as cgame.entity_create() etc.
- data/main.lua: startup script -- run on game start
- cgame_ffi.h: C interface for Lua
systems
-------
- script
- timing
- input
- texture
- text
- console
- edit
- entity
- transform
- camera
- sprite
- physics
- gui