This is an experimental game engine that is simply used to test out new workflows.
- All API functions/methods are in PascalCase.
- The verb
Draw
should be used overRender
for functions that draw to the screen. - All APIs that take in strings should be sanitized if accessible from Lua.
- All APIs that take strings should be
const std::string&
to allow Lua usage and R-Value strings. - Every part of the engine should allow adaptation at a later stage.
- Engine renderring APIs should never manage the window state, e.g. clearing the screen, swapping buffers, polling events, etc.
- References are to be used over pointers where possible.
- All pointers should be
std::shared_ptr
unless there is a good reason not to. - Fields should be camelCase.
- GLAD and the Window must be setup externally to the engine.