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VectorGE

Rewrite of old 2d vector based game I wrote in highschool.

Instead of olc::PixelGameEngine, I'll be using raylib, and instead of C++, I'll be using C

If you take a look at the code, you'll find most function definitions have the following comment: //testing: [none/OK/good]

  • none means the function was never tested
  • OK means the function was used, and appears to be OK
  • good means the function is almost certainly not going to be a source of a bug

the individual implementation of:

  • game.c
  • node.c
  • advvec.c

need to be optimized in the future

NOTE: the backbone of this engine - the node tree - is massively overengineered and I suspect it significantly slows down performance.

It was built in a way that was optimizable, so in the future, there are two things we can do

  1. use these optimization opportunities
  2. rewrite the whole thing without the node tree