Mostly cleanup
Text is athe biggest bottleneck right now. Raylib as a renderer fails for this prototype in that front. I'll eventually need to look into other solutions such as SDL2 + something that renders UI boxes & text very fast...
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@ -21,6 +21,7 @@ The dependencies are:
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* Added #region, #endregion directives support for editors
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* Odin repo's base, core, and vendor(raylib) libaries
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* An ini parser
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* backtrace
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The client(sectr) module's organization is relatively flat due to the nature of odin's compiler, not allowing for cyclic dependencies across modules, and modules can only be in one directory.
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This makes it difficult to unflatten, not something organic todo in a prototype...
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@ -29,12 +30,13 @@ Even so the notable groups are:
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* API : Provides the overarching interface of the app's general behavior. Host uses this to provide the client its necessary data and exection env.
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* Has the following definitions: startup, shutdown, reload, tick, clean_frame
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* Engine : Main loop, logging, client interface for host, etc
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* Env : Core Memory & State definition + orchestration
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* Grime : Name speaks for itself, stuff not directly related to the target features to iterate upon for the prototype.
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* Defining dependency aliases or procedure overload tables, rolling own allocator, data structures, etc.
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* Font Provider : Manages fonts.
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* When loading fonts, the provider currently uses raylib to generate bitmap glyth sheets for a range of font sizes at once.
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* Goal is to eventually render using SDF shaders.
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* Grime : Name speaks for itself, stuff not directly related to the target features to iterate upon for the prototype.
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* Defining dependency aliases or procedure overload tables, rolling own allocator, data structures, etc.
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* Input : All human input related features
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* Base input features (polling & related) are platform abstracted from raylib
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* Input Events
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@ -51,8 +53,6 @@ Even so the notable groups are:
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Due to the nature of the prototype there are 'sub-groups' such as the codebase being its own ordeal as well as the workspace.
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They'll be elaborated in their own documentation
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There is some unused code in `code/__imgui_raddbg`. Its a partial translation of some data structures from raddbg's ui.
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## Gallery
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