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Rodeo Kit

API Cheatsheet

See here for more details about the goals and approach of this project.

Short-Term Roadmap

Rendering

  • Low level 2D rendering system by collecting vertices/indices and then uploading them in batches to the GPU through BGFX.
  • Loading and drawing textures.
  • Default shader that allows tinting of any textures drawn.

Input

  • Callback event-based input system.
  • Bind inputs(such as character keys) to function pointers. Once the key is pressed the function is called.
  • Abstract into "commands" which allows adding functions, adding multiple inputs, and assigning to "scenes" that can be enabled or disabled.
  • Implementing further input abstractions by 5 categories:
    • Binary (such as keys on a keyboard, or buttons on a controller)
    • Bounded Range (such as the x and y joysticks on a controller)
    • Bounded Magnitude (such as pressure sensitive triggers on a controller)
    • Unbounded Range (such as the x and y mouse delta)
    • Positional (such as the position of a mouse)

Logging

  • Implemented logging system with 3 different levels(info, warn, error).
  • System allows for setting your own logging function instead if the default "print to console" is not desired.
  • Option to disable specific warning levels.

Build System

  • CMake build system which manages pulling dependencies from git-submodules and building them automatically as required.
  • Builds for all target platforms.
    • Linux.
    • Web(Emscripten).
    • Windows.

Sound

  • A basic system for loading sounds and music, as well as playing it.

Documentation

  • Add short descriptions above each function.
  • Automated static site generator for the documentation, in the style of the Raylib Cheatsheet.
  • Example games showing off common usages of the kit.

Scripting Bindings

  • Bindings to an embedded version of Ruby known as mruby.
  • Create bindings directly to C versions of functions.
  • Create comfortable API on top of the direct bindings.

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