More rendering subsystem breakout, added a physics subsystem, everything now fires from akgl_game_update() for the user
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13
src/heap.c
13
src/heap.c
@@ -20,9 +20,7 @@ akerr_ErrorContext *akgl_heap_init()
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PREPARE_ERROR(errctx);
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int i = 0;
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akerr_name_for_status(AKGL_ERR_SDL, "SDL Error");
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for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++) {
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memset(&HEAP_ACTOR[i], 0x00, sizeof(akgl_Actor));
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}
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PASS(errctx, akgl_heap_init_actor());
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for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++) {
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memset(&HEAP_SPRITE[i], 0x00, sizeof(akgl_Sprite));
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}
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@@ -38,6 +36,15 @@ akerr_ErrorContext *akgl_heap_init()
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_heap_init_actor(void)
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{
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PREPARE_ERROR(e);
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for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++) {
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memset(&HEAP_ACTOR[i], 0x00, sizeof(akgl_Actor));
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}
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)
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{
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PREPARE_ERROR(errctx);
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