lexi-the-cute / catgirl-engine Goto Github PK
View Code? Open in Web Editor NEWA game engine for cool moddability and procedurally generated data
Home Page: https://fomxgorl.itch.io/catgirl-engine
License: zlib License
A game engine for cool moddability and procedurally generated data
Home Page: https://fomxgorl.itch.io/catgirl-engine
License: zlib License
In bridge.rs make sure to check different methods for where the assets are stored. This includes adding the ability to call a Java function from the Android app if it's compiled for Android.
In render.rs make sure to call the initialization code only once. This problem shows up on Android.
let sdl_context: Sdl = sdl2::init()?;
debug!("SDL2 Initialized...");
let _image_context: Sdl2ImageContext = image::init(InitFlag::PNG | InitFlag::JPG)?;
Currently, build.gradle requires a copy of versionCode and versionName to be specified in the file itself. As I want to only have to specify the version number in one place, I'd like to have that data pulled from Cargo.toml.
In build-darwin-fat.yml, the packager fails to create a proper .app folder, sign the app, then package into a DMG image. It needs to do that to support Darwin based systems
Check if this tool is useful for the engine. https://developer.android.com/games/sdk/performance-tuner/custom-engine
In Main.java make the assets extractor efficient
When a commit has a message that ends with "--Publish", make sure to publish the builds to:
In render.rs determine why SDL Receives Input/Output Errors on Dualshock 4 Controllers.
In Main.java make sure when exporting assets to the filesystem, to make the extractor recursively travel through subdirectories so it isn't only the root files which are exported
The logs only start when the game loop is created. Build the C example to test
Currently, when exiting the engine after running it with client mode enabled, the engine will segfault after it supposedly runs its last instructions
In render.rs we currently have some code which is supposed to be run by the logical server, but is instead in this file, the logical client. This code will break both physical servers and physical clients when in multiplayer mode
The example Python file fails to launch the SDL_main function from libmain.so. The binding it attempts to use is catgirl_engine.pyx.
Both libmain.so and catgirl_engine.pyx are generated by cargo via these build steps.
Remove the need to specify flags such as:
-DSDL2TTF_VENDORED=ON
from build-linux-gnu-aarch64.yml and build-windows-gnu-x86_64.yml-DSDL_WAYLAND=OFF -DSDL_PULSEAUDIO=OFF -DSDL_IBUS=OFF
from build-linux-musl-x86_64.yml (may remove from supported targets due to licensing concerns)Also remove the below build flags from CMakeLists.txt.
set(SDL2MIXER_OPUS OFF)
set(SDL2MIXER_FLAC OFF)
set(SDL2MIXER_MOD_XMP OFF)
set(SDL2MIXER_MOD OFF)
set(SDL2MIXER_MIDI_FLUIDSYNTH OFF)
set(SDL2MIXER_WAVPACK OFF)
Introduce serde/serde-json to the project to serialize data structures for communication with other languages
In files such as build-webassembly-emscripten-32.yml, figure out why the program fails when attempting to start threads.
Also see my StackOverflow question.
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