moved readme to notes, and started writing a proper readme
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# skunkworks-c
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## code standard
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snake_case for variables, function names, and struct names.
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always explicit struct, no typedefs.
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prefix struct members with _ (yes, its allowed, but _within_ structs only) if "private".
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function order:
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- create functions(including unnamed value type ones)
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- destroy functions
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- empty line
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- static functions(ones that don't take object as parameter)
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- empty line
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- methods(ones that do take object as parameter)
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## game skunk advance stuffs
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do lots automagic...
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magic main function within the header?
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autocalling update and init function.
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texture loading compile time? parse directory, make a variable for each (player.png -> tex_player), and a loading function that will load all of them.
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### game skunk advance specs
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8-bit colour, but user changeable palette(realtime)
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tilesize 16x16
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screensize 304x176 (19x11 tiles)
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multiple tilesets... or singular big tileset? the latter... could be a nice simplification... maybe 65536 tiles, a 4096x4096 pixels texture
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4 tilemaps, 1024x1024 each, tileset offsets?, rotation and other effects
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256 sprites (using tileset)
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37
README.md
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README.md
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# skunkworks-c
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# Skunkworks
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## code standard
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A planned to be comprehensive 2D and 3D game engine, written in C. Currently in very early development.
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snake_case for variables, function names, and struct names.
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## Scope
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always explicit struct, no typedefs.
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- Hardware accelerated 2D graphics
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prefix struct members with _ (yes, its allowed, but _within_ structs only) if "private".
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- 3D Graphics
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function order:
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- Limited subset 2D (gameskunk advance)
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- create functions(including unnamed value type ones)
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- Text rendering
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- destroy functions
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- Networking (multiple models, replication and message based)
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- empty line
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- Audio (including softsynth)
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- static functions(ones that don't take object as parameter)
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- empty line
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- methods(ones that do take object as parameter)
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## game skunk advance stuffs
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## State
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Very early state, first targeted milestone is gameskunk advance(a limited subset of skunkworks). Which can currently load a tileset, display multiple layers of tiles, do tile based text rendering, basic sprite support, and gamepad input.
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do lots automagic...
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With a handful more features it will be ready for gamejams atleast. The experience of using gameskunk advance in those will shape the apis and features going forward.
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magic main function within the header?
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autocalling update and init function.
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texture loading compile time? parse directory, make a variable for each (player.png -> tex_player), and a loading function that will load all of them.
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### game skunk advance specs
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8-bit colour, but user changeable palette(realtime)
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tilesize 16x16
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screensize 304x176 (19x11 tiles)
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multiple tilesets... or singular big tileset? the latter... could be a nice simplification... maybe 65536 tiles, a 4096x4096 pixels texture
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4 tilemaps, 1024x1024 each, tileset offsets?, rotation and other effects
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256 sprites (using tileset)
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