The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw
da64e526c4
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
1 month ago
assets
Make the changes for the new assets layout.
2 months ago
scratchpad
DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
1 month ago
scripts
Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies.
1 month ago
tests
Conver to using \ for member variables in classes. In structs just use the name.
2 months ago
wraps
Not sure why I didn't think of this before, but you can just copy all the .wrap files to another directory, and then instead of meson wrap install you just copy them to subprojects. That's how you lock the versions of dependencies.
1 month ago
.gitignore
Ignore more irrelevant things.
2 months ago
.tarpit.json
Ignore more irrelevant things.
2 months ago
.vimrc_proj
Mostly working prototype that uses FTXUI to render to SFML and then plays a sound when you hit a wall.
2 months ago
LICENSE
Initial commit
2 months ago
Makefile
Cleaned up the map for more work.
2 months ago
README.md
Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
1 month ago
components.hpp
I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
1 month ago
dbc.cpp
Initial commit that has most of what I need.
2 months ago
dbc.hpp
Initial commit that has most of what I need.
2 months ago
dinkyecs.hpp
DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
1 month ago
flecs.wrap
Brought in FLECS to play with, tomorrow we learn it.
2 months ago
fsm.hpp
Conver to using \ for member variables in classes. In structs just use the name.
2 months ago
gui.cpp
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
1 month ago
gui.hpp
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
1 month ago
main.cpp
Pulled most of the variables out so now I can carve out functions.
2 months ago
map.cpp
DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
1 month ago
map.hpp
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
1 month ago
meson.build
I think I've got my head around what ECS does and am slowly reshaping the engine to use it better.
1 month ago
rand.cpp
Just wrote my own entity system to figure it out.
1 month ago
rand.hpp
Just wrote my own entity system to figure it out.
1 month ago
status.txt
Brought in FLECS to play with, tomorrow we learn it.
2 months ago
systems.cpp
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
1 month ago
systems.hpp
Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
1 month ago
roguish
The next little game in the series where I make a fancy rogue game.
OSX Build Notes
Quite a bad experience. Need to install Python, cmake, meson, and ninja all which are in homebrew but if you don't use homebrew then this is a problem.
You need to run the .command script in Application/your python that updates the SSL certs.
You have to give iTerm access to your keystrokes...because wtf it already has them?
This points out a problem that I'm getting the keys using FTXUI but should either get them from SFML or connect FTXUI to SFML's keyboard input events instead.
Takes forever to load on older computers, and I've got no idea why SFML is like that. It seems the sound system is a pig that takes forever to load, so am I using it wrong?
No actually this first run delay seems to be related to the security feature that blocks keyboard access on iTerm, so probably fixing that would speed it up.