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License: MIT License
GameEngine project based roughly on my previous CommsFramework engine.
License: MIT License
Currently ATexture::SplitTexture(int rows, int columns) and ATexture::SplitTexture(FRectangle pieceSize) are unimplemented. Not needed for now but will have to get to it later.
In Sunshine Seas, we create a navigation curve using points from one navigation rectangle to the next. This results in a curve of straight lines.
We should instead have a smooth curve with round corners. Maybe converting the curve to a Bézier would work.
Right now, loading a texture is done through the game module -> game engine -> renderer -> resource manager. All wrapping methods still have the parameter as "filepath" which is misleading since the parameter can be any name and not just a file path.
Since we can register an asset to a friendly name such as "jump" being associated to "assets/animations/jump_anim.png" it would be handy to rename the parameter to something like "assetName" or something.
Right now, the collision detection mechanisms is only implemented on FRectangle types. We should have a type called FPolygon that can be used for collision detection against other polygons and FRectangle instances.
Maybe another improvement, the FRectangle class could be a specific case of an FPolygon generic type.
Document used like a table of contents with links to the pages, sorted by modules and general functionality.
Should be named XmConfigProvider or something.
This Renderer is sort of a stub renderer. It will emulate an AGL library but all operations are no-op. This could be useful if we want to run simulations or just test stuff without actual library calls.
Line 3 in d830243
Currently a massive pain in the A to checkout from HTTPS in a terminal since it prompts you for the Username/Password of GitHub. This will prevent you from logging on if you have TFA activated since you can't enter the code from the terminal, requiring you to register a login token.
Just use SSH.
Right now, the internal managed resources by the AGL types are not released.
We need to implement the destructors of all AGL objects and correctly release the resources. Right now, only SDL objects will need to be taken care of.
Might need to refine the ownership system of resources such as textures. This is in case a Texture is references by multiple RenderableObject.
Changing a texture size stretches the texture to fill the size box. There seems to be some kind of scaling(?) problem when setting a size different from the original size, the lower right corner seems to be missing a few pixels (right + bottom edges).
This mode will allow a GameEngine + Renderer to be created without any windows or graphical elements.
It can be used to create instances of GameEngine for testing on server environments or other systems that do not support rendering or windowing.
This will be very useful for Unit Testing since we will be able to spawn an Engine and playtest through it.
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