djkoloski / fe Goto Github PK
View Code? Open in Web Editor NEWA game engine written in C++
A game engine written in C++
This is because the includes for a module aren't including the includes for its dependencies
Remove Win_x64_Release executables from repository and add boostrap batch file
Right now the flow for FeMake is hard to follow after setup.
FeGen should generate serialization information for regular and opaque types
std::ofstream
should probably not be used and std::stringstream
need to be wrapped as feStringStream
.std::ifstream
should be replaced by something like feUWord File::readAllBytes(feStringView path, feUByte *&bytes)
.std::ofstream
, there should be a replacement function like void File::writeAllBytes(feStringView path, feUByte *&bytes, feUWord size)
. These might end up being annoying for text-only files so maybe wrappers like feString File::readAllText(feStringView path)
and void File::writeAllText(feStringView path, feStringView text)
.We currently need to manually configure the Makey's project properties to enable us to debug the Makey exe.
Command: $(SolutionDir)Bin\Win_$(PlatformTarget)_$(Configuration)\$(ProjectName)\$(ProjectName).exe
Command Arguments: compiler=MSVC config=Release platform=Win_x64
Working Directory: $(SolutionDir)
As a code Dev, I only want to see the most relevant errors.
E.g. fail unit test, only show the unit test error. Not seemingly random ninja errors.
Standardize naming conventions while moving towards MVP
Switching to clang will net us cross-platform support
Main things we need are:
Make sure to integrate x64 and x86 libs for them
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