Abstract the global renderer, physics, camera and gamemap objects behind a pointer, so you can swap in and out different ones as needed
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@@ -174,7 +174,7 @@ akerr_ErrorContext *akgl_spritesheet_initialize(akgl_SpriteSheet *sheet, int spr
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strncpy((char *)&sheet->name, filename, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH);
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//snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename);
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sheet->texture = IMG_LoadTexture(renderer.sdl_renderer, filename);
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sheet->texture = IMG_LoadTexture(renderer->sdl_renderer, filename);
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FAIL_ZERO_BREAK(errctx, sheet->texture, AKGL_ERR_SDL, "Failed loading asset %s : %s", filename, SDL_GetError());
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FAIL_ZERO_BREAK(
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