aboutsummaryrefslogtreecommitdiffstats
path: root/src/engine/app.hpp
diff options
context:
space:
mode:
authorVaino Kauppila <vaino@vke.fi>2026-07-02 22:58:25 +0300
committerVaino Kauppila <vaino@vke.fi>2026-07-02 23:47:07 +0300
commitcd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch)
tree589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/app.hpp
downloadforts_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.hpp29
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;
+};