I decided that I should probably work on the UI for my engine since its hard to see data in real time without it. Also, implementing multiplayer will probably heavily rely on UI. I could just have the user use the console window that opens up but I think that is a little hacky. Could work temporarily because I am not looking forward to input fields and advanced event management...
Now that I have JSON reading and writing in place, I think its time to work on some of the major "refactorings" that are needed. Here are some of the things I want to work on next:
- UI system
- Define entities in JSON
- Define scene data in JSON
- Proper user game directory + user settings file
- Basic multiplayer
Finally finished the recording playback system. It was quick but fun. Here is kind of a rundown on how it works. Assuming we start with no existing recordings, the system adds a "RecordPositionComponent" to any entity with a "PlayerTagComponent". The "RecordPositionComponent" only has an unordered map where the key is the tick that is recorded and the value is the "PositionComp...
Managed to switch over to clang and it works well. I was successfully able to read a file using Raylib's file system functions and slap the data into my own struct using Glaze to read from my JSON config file (aka the buffer created by Raylib's functions).
One of the important things to get the playback system working is parsing JSON. I decided to go with Glaze since I have never used it before and I also heard its stupidly fast so I thought it would be interesting to get into. I came across an issue when trying to compile it. I'm not well versed in compilers or the issues that keep coming up but from what I see its something to ...