we're ready for tenants
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@@ -9,6 +9,7 @@ import (
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"edgaru089.ink/go/gl01/internal/io"
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"edgaru089.ink/go/gl01/internal/io"
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"edgaru089.ink/go/gl01/internal/util"
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"edgaru089.ink/go/gl01/internal/util"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"edgaru089.ink/go/gl01/internal/work"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/glfw/v3.3/glfw"
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)
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)
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@@ -110,9 +111,9 @@ func (g *Game) Init(win *glfw.Window) {
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}
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}
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})
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})
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}
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work.Init()
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const airAccel = 0.1
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}
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// Update updates the game state, not necessarily in the main thread.
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// Update updates the game state, not necessarily in the main thread.
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func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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@@ -121,6 +122,8 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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clock := util.NewClock()
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clock := util.NewClock()
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work.Update(delta)
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io.Diagnostics.Times.Logic = clock.Restart()
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io.Diagnostics.Times.Logic = clock.Restart()
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g.imgui()
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g.imgui()
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@@ -17,8 +17,9 @@ func NewClock() (c *Clock) {
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// Restart resets the start time.
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// Restart resets the start time.
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// It also returns the elapsed time.
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// It also returns the elapsed time.
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func (c *Clock) Restart() (t time.Duration) {
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func (c *Clock) Restart() (t time.Duration) {
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t = time.Since(c.t)
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now := time.Now()
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c.t = time.Now()
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t = now.Sub(c.t)
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c.t = now
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return
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return
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}
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}
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11
internal/work/work.go
Normal file
11
internal/work/work.go
Normal file
@@ -0,0 +1,11 @@
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package work
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import "time"
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func Init() {
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}
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func Update(delta time.Duration) {
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}
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6
main.go
6
main.go
@@ -8,6 +8,7 @@ import (
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"edgaru089.ink/go/gl01/internal/game"
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"edgaru089.ink/go/gl01/internal/game"
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gio "edgaru089.ink/go/gl01/internal/io"
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gio "edgaru089.ink/go/gl01/internal/io"
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_ "edgaru089.ink/go/gl01/internal/render/gpu_preference"
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_ "edgaru089.ink/go/gl01/internal/render/gpu_preference"
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"edgaru089.ink/go/gl01/internal/util"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/glfw/v3.3/glfw"
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@@ -70,15 +71,14 @@ func main() {
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gl.ClearColor(gio.ClearColor[0], gio.ClearColor[1], gio.ClearColor[2], gio.ClearColor[3])
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gl.ClearColor(gio.ClearColor[0], gio.ClearColor[1], gio.ClearColor[2], gio.ClearColor[3])
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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win.SwapBuffers()
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win.SwapBuffers()
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winClock := time.Now()
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winClock := util.NewClock()
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fpsClock := time.Now()
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fpsClock := time.Now()
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fpsCounter := 0
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fpsCounter := 0
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for !win.ShouldClose() {
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for !win.ShouldClose() {
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deltaTime := time.Since(winClock)
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deltaTime := winClock.Restart()
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winClock = time.Now()
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game.Update(win, deltaTime)
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game.Update(win, deltaTime)
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gl.ClearColor(gio.ClearColor[0], gio.ClearColor[1], gio.ClearColor[2], gio.ClearColor[3])
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gl.ClearColor(gio.ClearColor[0], gio.ClearColor[1], gio.ClearColor[2], gio.ClearColor[3])
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