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License: MIT License
Game Framework with support with many backends such as GLFW and SDL2
License: MIT License
Mimalloc is a general-purpose allocator that advertises better performance.
When compiling under Linux
I think glfw3.h should either be bundled (which creates another dependency on the maintainers) or it should be symlinked from the system-wide installation (which would need to be distro agnostic), or it should just be assumed that it's installed and available system-wide.
I think the solution is the just assume it to be system-wide installed.
https://choosealicense.com/licenses/gpl-3.0/#
The GNU GPL v3.0 looks like a very nice alternative to MIT. What do you guys think?
CGLM is a C library for 2D/3D Math. It allows for compiling as a static library and using Header-only. How should CGLM be implemented in Muzzle?
Muzzle should have a upload_shader_matrix3()
and a upload_shader_matrix4()
function in modern_pipeline/Shaders.h
A new Matrix.h
should be creating containing Matrix3 and Matrix4 types.
#pragma once
typedef struct matrix3
{
...
} matrix3;
typedef struct matrix4
{
...
} matrix4;
All PRs for this issue should be made to the revamped_renderer
branch
For free: license under GPLv3
For people who wish to keep a closed source version or just wish to support the project: paid license (price TBD)
Font not upscaling good when the viewport gets updated
It gets kinda stretched and it is all pixelated and a little burly
code:
Game Loop
int w,h;
while (keep_applet(window.window_handle))
{
update_viewport(&window, w,h);
/* INPUT CODE HERE */
begin_drawing();
if (!scene) mainmenu.draw();
else scene1.draw();
end_drawing(&window);
}
mainmenu draw:
static void _main_menu_draw()
{
clear_screen(BLACK);
title_draw();
draw_text(roboto_light, "press", 50, 150, 20, WHITE);
draw_text(roboto_bold, "[space]", 100, 150, 20, WHITE);
}
IE:
upload_vec4_shader(...);
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