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Readme update
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@ -33,7 +33,7 @@ Module build order:
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## Milestone
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## Milestone
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Day 37 : Basic Bitmap Rendering
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Day 38 : Basic Linear Bitmap Blending
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Features Done so far:
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Features Done so far:
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@ -59,10 +59,13 @@ Features Done so far:
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* Record & replay input.
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* Record & replay input.
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* WIP : 2.5D Tile Map
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* WIP : 2.5D Tile Map
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* Virtualized into chunks
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* Virtualized into chunks
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* Bitmap file loading & basic rendering
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* Bitmap file loading
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* Compression mode 3
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* Linear alpha blending
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## Gallery
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## Gallery
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![img](docs/imgs/handmade_win32_2023-10-21_02-16-43.png)
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![img](docs/imgs/handmade_win32_2023-10-20_23-14-37.png)
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![img](docs/imgs/handmade_win32_2023-10-20_23-14-37.png)
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![img](docs/imgs/Code_2023-10-20_21-57-06.png)
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![img](docs/imgs/Code_2023-10-20_21-57-06.png)
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![img](docs/imgs/handmade_win32_2023-10-19_22-57-13.gif)
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![img](docs/imgs/handmade_win32_2023-10-19_22-57-13.gif)
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 144 KiB |
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docs/imgs/handmade_win32_2023-10-21_02-16-43.png
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docs/imgs/handmade_win32_2023-10-21_02-16-43.png
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After Width: | Height: | Size: 1012 KiB |
@ -939,6 +939,11 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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, & game_state->test_bg_hh
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, & game_state->test_bg_hh
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);
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);
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draw_bitmap( back_buffer
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, scast(f32, back_buffer->width) / 2.5f, scast(f32, back_buffer->height) / 2.5f
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, & game_state->hero_front_head
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);
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// Scrolling
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// Scrolling
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f32 screen_center_x = 0.5f * scast(f32, back_buffer->width);
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f32 screen_center_x = 0.5f * scast(f32, back_buffer->width);
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f32 screen_center_y = 0.5f * scast(f32, back_buffer->height);
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f32 screen_center_y = 0.5f * scast(f32, back_buffer->height);
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@ -1027,7 +1032,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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draw_bitmap( back_buffer
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draw_bitmap( back_buffer
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, player_screen_pos_x, player_screen_pos_y
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, player_screen_pos_x, player_screen_pos_y
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, & game_state->hero_front_head );
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, & game_state->mojito_head );
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#if 0
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#if 0
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draw_rectangle( back_buffer
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draw_rectangle( back_buffer
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