Merge branch 'main' of yibble.dev:bulmanator/ld58

This commit is contained in:
2025-10-06 00:57:13 +01:00
14 changed files with 156 additions and 29 deletions

View File

@@ -222,3 +222,12 @@ F32 Random_Bilateral(Random *rnd) {
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd)); F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
return result; return result;
} }
V2f V2f_Clip(V2f screen_xy, V2f screen_size) {
V2f result;
result.x = ((screen_xy.x / screen_size.w) * 2.0f) - 1.0f;
result.y = ((screen_xy.y / screen_size.h) * 2.0f) - 1.0f;
return result;
}

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@@ -147,4 +147,6 @@ function U32 Random_U32(Random *rnd, U32 min, U32 max);
function F32 Random_Unilateral(Random *rnd); function F32 Random_Unilateral(Random *rnd);
function F32 Random_Bilateral(Random *rnd); function F32 Random_Bilateral(Random *rnd);
V2f V2f_Clip(V2f screen_xy, V2f screen_size);
#endif // LD_CORE_MATH_H_ #endif // LD_CORE_MATH_H_

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@@ -14,7 +14,6 @@
#include "core/core.h" #include "core/core.h"
#include "core/types.h" #include "core/types.h"
#include "game/npc.h"
#include "os/core.h" #include "os/core.h"
#include "vulkan/core.h" #include "vulkan/core.h"
@@ -27,6 +26,9 @@
#include "game/impl/bandit.c" #include "game/impl/bandit.c"
#include "game/testnavmesh.h" #include "game/testnavmesh.h"
const int width = 1280;
const int height = 720;
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
(void)argc; (void)argc;
@@ -99,29 +101,26 @@ int main(int argc, char **argv)
World *world = M_ArenaPush(arena, World); World *world = M_ArenaPush(arena, World);
game->world = world; game->world = world;
world->random = Random_Seed(29237489723847); world->random = Random_Seed(29237489723847);
world->npcCount = 1; world->npcCount = 2;
for(U32 i = 0; i < world->npcCount; i++) { for(U32 i = 0; i < world->npcCount; i++) {
NPC *npc1 = &world->npcs[i]; NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 15; npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15; npc1->collision.pos.y = 15;
npc1->collision.size.x = 1; npc1->collision.size.x = 1;
npc1->collision.size.y = 1; npc1->collision.size.y = 2;
npc1->name = S("Matt"); npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING; npc1->mode = NPC_ACTION_WAITING;
npc1->currentArea = i;
npc1->waitTime = 0; npc1->waitTime = 0;
npc1->maxWaitTime = 5; npc1->maxWaitTime = 5;
npc1->currentNavNode = 0; npc1->currentNavNode = 0;
npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15;
npc1->collision.size.x = 10;
npc1->collision.size.y = 10;
} }
Bandit *badman = &world->bandit; Bandit *badman = &world->bandit;
badman->collision.pos.x = 15; badman->collision.pos.x = 15;
badman->collision.pos.y = 15; badman->collision.pos.y = 15;
badman->collision.size.x = 10; badman->collision.size.x = 1;
badman->collision.size.y = 10; badman->collision.size.y = 2;
badman->name = S("Leroy Brown"); badman->name = S("Leroy Brown");
badman->mode = BANDIT_WAITING; badman->mode = BANDIT_WAITING;
badman->waitTime = 0; badman->waitTime = 0;
@@ -132,10 +131,12 @@ int main(int argc, char **argv)
world->navMesh = &TestNavMesh; world->navMesh = &TestNavMesh;
world->npcPOI[0] = 100; world->npcPOI[0] = 100;
world->player.world = world;
world->player.pos.x = 0; world->player.pos.x = 0;
world->player.pos.y = 0; world->player.pos.y = 0;
world->player.bulletsLoaded = PLAYER_BULLET_COUNT; world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
world->player.reloadTimer = 0; world->player.reloadTimer = 0;
world->player.currentArea = 0;
} }
@@ -158,7 +159,11 @@ int main(int argc, char **argv)
{ {
running = false; running = false;
} }
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
V2F(e.button.x, e.button.y),
V2F(width, height)
));
game->world->mouseProjected = V2F(projection.x, projection.y);
ProcessEvents(&e, game->world); ProcessEvents(&e, game->world);
} }

View File

@@ -13,5 +13,6 @@ struct AABB
function bool AABB_Collide(AABB a, AABB b); function bool AABB_Collide(AABB a, AABB b);
function bool AABB_Point(AABB a, V2f v); function bool AABB_Point(AABB a, V2f v);
function bool AABB_Slab(V2f origin, V2f point, AABB a); function bool AABB_Slab(V2f origin, V2f point, AABB a);
function V2f AABB_Centre(AABB a);
#endif // LD_GAME_AABB_H_ #endif // LD_GAME_AABB_H_

View File

@@ -14,6 +14,7 @@ struct Bandit {
//// Personal //// Personal
AABB collision; AABB collision;
Str8 name; Str8 name;
World_Area currentArea;
//// Actions //// Actions
BANDIT_ACTION mode; BANDIT_ACTION mode;

View File

@@ -34,3 +34,7 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
return tMax >= tMin; return tMax >= tMin;
} }
V2f AABB_Centre(AABB a) {
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
}

View File

@@ -2,6 +2,12 @@
#include "game/bandit.h" #include "game/bandit.h"
void UpdateBandit(F32 delta, Bandit *bandit, World *world) { void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
if (
world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
{
printf("You shot the bandit %*.s\n", Sv(bandit->name));
bandit->health--;
}
switch (bandit->mode) { switch (bandit->mode) {
case BANDIT_WAITING: case BANDIT_WAITING:
bandit->waitTime+=delta; bandit->waitTime+=delta;

View File

@@ -5,7 +5,6 @@
void PlayerInput(SDL_Event *event, Player *player) void PlayerInput(SDL_Event *event, Player *player)
{ {
player->controls.shot = false;
SDL_KeyboardEvent key = event->key; SDL_KeyboardEvent key = event->key;
SDL_MouseButtonEvent mouseBtn = event->button; SDL_MouseButtonEvent mouseBtn = event->button;
if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) { if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
@@ -42,8 +41,8 @@ void PlayerInput(SDL_Event *event, Player *player)
// shooting // shooting
player->bulletsLoaded -= 1; player->bulletsLoaded -= 1;
player->controls.shot = true; player->controls.shot = true;
player->shotPos = V2F(mouseBtn.x, mouseBtn.y); player->shotPos = player->world->mouseProjected;
printf("shot %f %f\n", mouseBtn.x, mouseBtn.y); printf("shot %f %f\n", player->shotPos.x, player->shotPos.y);
} else if(player->reloadTimer == 0) { } else if(player->reloadTimer == 0) {
player->reloadTimer = PLAYER_RELOAD_TIME; player->reloadTimer = PLAYER_RELOAD_TIME;
printf("reloading\n"); printf("reloading\n");
@@ -52,6 +51,7 @@ void PlayerInput(SDL_Event *event, Player *player)
} }
void PlayerUpdate(F32 delta, Player *player) { void PlayerUpdate(F32 delta, Player *player) {
player->controls.shot = false;
V2f dir = V2F(0, 0); V2f dir = V2F(0, 0);
if(player->controls.upDown) { if(player->controls.upDown) {
dir.y -= 1; dir.y -= 1;

View File

@@ -1,7 +1,9 @@
#include "../world.h" #include "../world.h"
#include "../npc.h" #include "../npc.h"
#include "../player.h" #include "../player.h"
#include "../aabb.h"
#include <SDL3/SDL_events.h> #include <SDL3/SDL_events.h>
#include "../map.h"
void UpdateWorld(F32 delta, World *world) void UpdateWorld(F32 delta, World *world)
{ {
@@ -14,10 +16,12 @@ void UpdateNPCs(F32 delta, World *world)
{ {
for (U32 i = 0; i < world->npcCount; i++) for (U32 i = 0; i < world->npcCount; i++)
{ {
UpdateNPC(delta, &world->npcs[i], world); NPC *npc = &world->npcs[i];
if(world->player.controls.shot && AABB_Point(world->npcs[i].collision, world->player.shotPos)) { UpdateNPC(delta, npc, world);
// TODO we need to unproject the mouse location !!! if (
printf("You shot %.*s\n", Sv(world->npcs[i].name)); world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
{
printf("You shot %*.s\n", Sv(world->npcs[i].name));
} }
} }
} }
@@ -28,12 +32,24 @@ void ProcessEvents(SDL_Event *event, World *world)
} }
void RenderWorld(World *world, D_Context *draw) { void RenderWorld(World *world, D_Context *draw) {
World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
for (int i = 0; i < 4800; i++)
{
D_Rect(draw, (i % 96), __floor(i / 96), .texture = tileTypes[map[i]].tile, .angle = tileTypes[map[i]].rotation);
}
for(U32 i = 0; i < world->npcCount; i++) { for(U32 i = 0; i < world->npcCount; i++) {
NPC npc = world->npcs[i]; NPC npc = world->npcs[i];
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1); if(npc.currentArea == world->player.currentArea) {
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size); V2f drawPos = AABB_Centre(npc.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = npc.collision.size, .flags = D_RECT_IGNORE_ASPECT);
}
}
if(world->bandit.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = world->bandit.collision.size, .flags = D_RECT_IGNORE_ASPECT);
} }
D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1); D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
} }

65
code/game/map.h Normal file
View File

@@ -0,0 +1,65 @@
#include "world.h"
World_Tile dirt = {.rotation=0,.collision=false,.tile=16};//0
World_Tile middlePath = {.rotation=0,.collision=false,.tile=6};//1
World_Tile middlePathEdgeTop = {.rotation=0,.collision=false,.tile=7};//2
World_Tile middlePathEdgeRight = {.rotation=PI_F32/2,.collision=false,.tile=7};//3
World_Tile middlePathEdgeBottom = {.rotation=PI_F32,.collision=false,.tile=7};//4
World_Tile middlePathEdgeLeft = {.rotation=-PI_F32/2,.collision=false,.tile=7};//5
World_Tile middlePathCornerTopLeft = {.rotation=0,.collision=false,.tile=5};//6
World_Tile middlePathCornerTopRight = {.rotation=PI_F32/2,.collision=false,.tile=5};//7
World_Tile middlePathCornerBottomRight = {.rotation=-PI_F32,.collision=false,.tile=5};//8
World_Tile middlePathCornerTurnBottomLeft = {.rotation=-PI_F32/2,.collision=false,.tile=5};//9
int map[] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,6,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,9,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};

View File

@@ -22,6 +22,7 @@ struct NPC {
AABB collision; AABB collision;
Str8 name; Str8 name;
NPC_LOOK look; NPC_LOOK look;
World_Area currentArea;
bool customPOI; bool customPOI;
U32 customPOICount; U32 customPOICount;

View File

@@ -22,7 +22,9 @@ struct ControlState {
typedef struct Player Player; typedef struct Player Player;
struct Player struct Player
{ {
World *world;
V2f pos; V2f pos;
World_Area currentArea;
U32 bulletsLoaded; U32 bulletsLoaded;
ControlState controls; ControlState controls;
V2f shotPos; V2f shotPos;

View File

@@ -1,23 +1,38 @@
#if !defined(LD_GAME_WORLD_H_) #if !defined(LD_GAME_WORLD_H_)
#define LD_GAME_WORLD_H_ #define LD_GAME_WORLD_H_
#include "player.h"
#include "npc.h"
#include "bandit.h"
#include "../core/math.h" #include "../core/math.h"
// Areas are which // Areas are which
typedef U32 World_Area; typedef U32 World_Area;
enum World_Area { enum World_Area
{
WORLD_AREA_OUTSIDE = (1 << 0), WORLD_AREA_OUTSIDE = (1 << 0),
WORLD_AREA_SALOON = (1 << 1), WORLD_AREA_SALOON = (1 << 1),
WORLD_PATH_MIDDLE_EDGE = (1 << 2),
WORLD_PATH_MIDDLE = (1 << 3),
WORLD_PATH_CORNER = (1 << 4),
WORLD_PATH_CORNER_EDGE = (1 << 5),
};
typedef struct World_Tile World_Tile;
struct World_Tile
{
World_Area tile;
double rotation;
bool collision;
}; };
typedef struct World World; typedef struct World World;
#include "player.h"
#include "npc.h"
#include "bandit.h"
struct World { struct World {
//// Static stuff //// Static stuff
NavMesh *navMesh; NavMesh *navMesh;
Random random; Random random;
V2f mouseProjected;
//// Player //// Player
Player player; Player player;
@@ -35,7 +50,7 @@ struct World {
}; };
function void UpdateWorld(F32 delta, World *world); function void UpdateWorld(F32 delta, World *world);
function void RenderWorld(World *world, D_Context *drawContext ); function void RenderWorld(World *world, D_Context *drawContext);
function void ProcessEvents(SDL_Event *event, World *world); function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world); function void UpdateNPCs(F32 delta, World *world);
function void UpdateNPC(F32 delta, NPC *npc, World *world); function void UpdateNPC(F32 delta, NPC *npc, World *world);

2
linux
View File

@@ -57,7 +57,7 @@ glslangValidator -o "assets/shaders/basic.frag.spv" --target-env "vulkan1.3" "..
echo "[Building source]" echo "[Building source]"
COMPILER_OPTS="-Wall -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code" COMPILER_OPTS="-Wall -Wno-override-init-side-effects -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
LINKER_OPTS="-lSDL3 -lm" LINKER_OPTS="-lSDL3 -lm"
if [[ $release == 1 ]] if [[ $release == 1 ]]