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View Code? Open in Web Editor NEWA lightweight and simple C++20 game engine written over SDL2. It implements a basic component model and event system.
License: GNU Affero General Public License v3.0
A lightweight and simple C++20 game engine written over SDL2. It implements a basic component model and event system.
License: GNU Affero General Public License v3.0
Needs more investigation
ie, don't hardcode them into the build file so that other compilers can easily be used
Probably in the tree rebalancing, needs more investigation
When initializing on Linux, the window already has a renderer available. Has to do with unnecessary creation of a window surface.
This makes the engine non-portable for multiple keyboard layouts
Some time between the creation of a texture in the init of the engine, and the accessing of the texture in the Rendering thread, the texture's SDL_Texture pointer gets set to nullptr.
According to the standard, ORing two CollisionLayer's and saving the result into another CollisionLayer is UB because the result is not in the range of the enum (the range has holes in it).
Possibly an SDL bug.
The first time when entering fullscreen, the screen will flicker several times. When it finally enters fullscreen after multiple seconds, it will not be in the native resolution. Successive fullscreen toggles are instantaneous and have the correct resolution.
When a gameobject is deleted, it will crash if it is currently in a colliding state with another gameobject. This is because the collider has "vanished" from existence, causing the extant collider to attempt to fire a CollisionEvent::END event, causing a dereference of a deleted gameobject.
Graphical bugs and disappearing and crashing on adventure when built for Linux
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