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Start separating game and engine code #1844

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merged 3 commits into from Feb 16, 2023
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ZehMatt
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@ZehMatt ZehMatt commented Feb 14, 2023

To get the ball rolling on a better structure in overall it's best to split the game from the engine. The game is responsible for its objects, mechanics, entities, ui and so on while the engine is the thing that should store and manage those things for the game. Right now we should first separate concerns of game and engine into the Engine library before further slicing the engine into sub components such as renderer, audio, input, network etc. I think this approach is easier than figuring out already what sub components are in the engine.

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using coord_t = int16_t;
using tile_coord_t = int16_t;
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that reminds me. Basically nothing uses tile_coord_t. It has some users for z which should use the SmallZ/MicroZ types and it has some users for a tile coordinate which should be using TilePos2.

@duncanspumpkin
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I take it engine has that empty file just to force it to generate something?

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ZehMatt commented Feb 15, 2023

I take it engine has that empty file just to force it to generate something?

Yeah, it may or may not be removed again once actual code is compiled there.

@duncanspumpkin duncanspumpkin added this to the v23.01+ milestone Feb 16, 2023
@ZehMatt ZehMatt merged commit 23e4017 into OpenLoco:master Feb 16, 2023
@ZehMatt ZehMatt deleted the engine-lib branch February 16, 2023 23:13
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3 participants