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DEFUNCT: Libraries and headers for stack tracing, logging, bit packing, windows file system reading, file io, and a game engine. Then also third-party libraries for opengl development.

toolbox's Introduction

ToolBox

My local C++ libraries, chances are that any other of my project repos uses this.

Status

Will it build? Nope. Maybe the old-master branch, but I'm skeptical.

Is it useful anymore? Nope, that's why it doesn't build.

Will it ever build? Probably not. If I ever need any of the things this offered I will probably replace the repo with a new one built from scratch.

Why don't I delete it? Uhh, good question. Posterity?

toolbox's People

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toolbox's Issues

Add a fucking comment

#define LOGFILE( index, level ) if ( level & ~LOG_WRITE_LEVELS ); else logger::LogFile_Manager::Get( index, level )

Something like, note there is only one semi-colon
or this is copy paste into any location that uses it.
etc.

You will forget how this works.

iof_chunk.h is not functional

The IO File Chunk library isn't functional, but should be. It could also do with a name change.

eg. tools_file_io.h, or tools_fileio.h, or something altogether different.

TODO:
-Restructure the project into multiple files
-Revise class definitions
-Revise class implementations

Reorganize Tools

As Cybel has indicated the tools could likely do with more organization.

The logger and stacktracer files should also be decoupled while in the process of reorganizing everything. That is the two should be separate projects and ought to be organized to their respective locations. Which will imply they are not coupled, thus they need to be decoupled first.

perhaps something simple like the following

/tools/logger/logger.h
/tools/logger/logger.cpp

/tools/bench/bench.h
so on so forth..

Cheryl-Engine should allow a User to Manually Manage Assets

Some assets interface with Asset Management objects to obtain Shaders and Textures. This coupling prevents the user from manually managing some assets.

If the user manually loads a sprite, the texture, and shader must both have been loaded already. If any prerequisite assets are not loaded the application will terminate due to asserts. In this way it is made difficult to manually load an asset.

TODO:
-Implement a constructor to accept Texture and GLSLProgram pointers.
-Revise asset Load methods to allow pre-specified pointers (from the object's construction)
-Implement a manual load interface which will allow objects to be pooled, and managed by the engine (basically just avoiding an automatic load)

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