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| author | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 22:58:25 +0300 |
|---|---|---|
| committer | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 23:47:07 +0300 |
| commit | cd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch) | |
| tree | 589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/app.hpp | |
| download | forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.tar.gz forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.zip | |
Initial import: LibreForts (M0-M5 in progress)
Open-source Forts clone: custom C++20 engine + data-driven (Lua) 2D physics
artillery RTS.
- Building: node/strut graph on a stiff mass-spring solver (canon Forts model),
triangulation rigidity, axial + 30-degree angle-stress breaking, cascading
collapse, fire (DoT + spread), ground destroys debris.
- Weapons (M4): cannon (ballistic) + laser (beam/ignite) with select-and-aim-in-
arc UX; splash / beam damage; bg-brace passthrough.
- Devices + economy (M5): reactors + win/loss + restart, mines/turbines/battery,
metal deposits, storage caps, per-shot energy cost.
- Data-driven via Lua/sol2 with a layered mod loader; enemy-fort scenario mod.
- Renderer: SDL3 + textures + ImGui dev UI. stb_image + ImGui vendored.
- Assets: CC0 placeholders only; real game art loaded at runtime from the user's
own install via forts: paths (bring-your-own; nothing copyrighted committed).
See README.md / CLAUDE.md and research/ + requirements/ for detail.
Diffstat (limited to 'src/engine/app.hpp')
| -rw-r--r-- | src/engine/app.hpp | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/src/engine/app.hpp b/src/engine/app.hpp new file mode 100644 index 0000000..a57fdbe --- /dev/null +++ b/src/engine/app.hpp @@ -0,0 +1,29 @@ +#pragma once + +#include <SDL3/SDL.h> + +struct AppConfig { + const char* title = "Forts Clone"; + int window_width = 1280; + int window_height = 720; +}; + +class App { +public: + explicit App(const AppConfig& cfg = {}); + ~App(); + + App(const App&) = delete; + App& operator=(const App&) = delete; + + void run(); + +private: + void update(float dt); + void render(); + + SDL_Window* window_ = nullptr; + AppConfig config_; + bool running_ = true; + uint64_t last_tick_ = 0; +}; |
