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19.0 19.0 7.0 4.07 MB

Game Framework with support with many backends such as GLFW and SDL2

License: MIT License

C 93.43% CMake 2.53% PowerShell 1.04% Shell 0.60% Makefile 2.40%
glfw hacktoberfest opengl opengl33 raylib rlgl sdl2

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muzzle's Issues

compilation error due to missing dependency (glfw3)

When compiling under Linux

image

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.

Deps + backend: Add math library

Deps + backend: Add CGLM

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?

Shader + Matrix: Matrix3 and Matrix4 Uniform uploading

Shader: Matrix3 and Matrix4 Uniform uploading

Muzzle should have a upload_shader_matrix3() and a upload_shader_matrix4() function in modern_pipeline/Shaders.h

Matrix

A new Matrix.h should be creating containing Matrix3 and Matrix4 types.

#pragma once

typedef struct matrix3
{
...
} matrix3;

typedef struct matrix4
{
...
} matrix4;

Branch

All PRs for this issue should be made to the revamped_renderer branch

Add Dual License

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)

[CORE/Text] Text not upscaling good when the viewport gets updated

Font not upscaling good when the viewport gets updated
It gets kinda stretched and it is all pixelated and a little burly

screenshot:
image

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);
}

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