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Using SFML for graphics (at least for now)... Need people to install and link dependancies!
Removed the "graphics" portion of the code from the main files, and moved it into their own files. Will develope this into a full API.
Memory was being transfered across cores (I think) because when threads wait then resume, they're grabbed by the next availible core... Now the core does not wait, it only spinlocks.
Removed the mutexes and iostream include, using a spinlock now.
Added the framework for some more functions.
Just moved some code around to look nicer
Will not be using SFML's System or Networking portions (at least for now).
Doesn't work, don't know why.
So apparently the Bin will segfault when you create them like I was, possibly because on destruction the first deletion would delete the whole block, and then the rest of the deletions would be "double frees"... Also it runs about 50% better without this, for some reason.
Added the kill() function, which flips a bool that everything now loops on.
Graphics Will Be Changing Thing
They weren't in the right spots before, now they are.
Later The Compiler Will Manage The Construction Of This Function
Can zoom in, draw (or not draw) the map and/or entities, move around the world, and resize the window.
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The graphics portion is here, but it is not yet really an API...
It has some basic functions and a vague framework, but there is no way to "register" drawing functions or keystrokes or anything like that.
As it stands, when one wants to make graphics for their plugin, they need to overhaul the graphics system.. How it should be however, is that they can choose whether or not to proved drawing code for their entities (or environment, if that's the plugin being made), and the Graphics system will render that plugin in that way, or if there is no code provided, to draw the entity in /the/ default way... Provided by the Graphics plugin.