Example
Settings
{
Name=John
FavMaps=[Intro, "The Final Battle"]
[Video]
Resolution=500x800
Bitdepth=32
| #include <map> | |
| #include <typeinfo> | |
| #include <set> | |
| typedef size_t EntityID; | |
| struct BaseComponent | |
| { | |
| virtual ~BaseComponent(){}; | |
| EntityID BelongsTo; | |
| }; |
| // = Vec3 | |
| // T is the Type of the Vec3 | |
| template<typename T> | |
| struct Vec3 | |
| { | |
| //~ == Member accessors | |
| union | |
| { | |
| struct | |
| { |
Example
Settings
{
Name=John
FavMaps=[Intro, "The Final Battle"]
[Video]
Resolution=500x800
Bitdepth=32
| // The basic profile of the language | |
| // One could for example add additional operators by modifiying it. | |
| Config config = BaseConfiguration(); | |
| // The script envionment, e.g. which variables/functions are defined? | |
| // This is seperate because so we can link different script fragments together. | |
| Environment env; | |
| // The parser, it only needs to know about the configuration. | |
| Parser parser = Parser(&config); | |
| for(string script : scripts) |
| ScriptManager modc; | |
| // Environment and Configuration can still be modified by accessing the public member variables in modc. | |
| modc.compileAndLinkFile("script.modc"); | |
| VirtualMachine vm = modc.prepareVM(); | |
| vm.callFunction("Main"); |
| [ | |
| { | |
| Name: Strategist | |
| Tags: ["Tactican"] | |
| Effects: | |
| [{ | |
| Attributes:["Tactics", 2] | |
| }] | |
| }, |
| Rule | |
| { | |
| Chance = 1 | |
| Priority = 1011 | |
| PatternCenter = [1, 0] | |
| OutputCenter = [0, 1] | |
| [->Pattern] | |
| ww | |
| ww |
A minimal & cheap generator for pseudo-random numbers.
These all set the seed to the specified parameters.
RandomNumberGenerator(unsigned int seed = unsigned(std::time(0))); // Derive the 64-Bit seed from a 32-Bit seed. If no seed is given use the system time as seed.
RandomNumberGenerator(unsigned int lowSeed, unsigned int highSeed);| /* | |
| * DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | |
| * TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION | |
| * | |
| * 0. You just DO WHAT THE FUCK YOU WANT TO. | |
| */ | |
| #include "UTF8.h" | |
| #include "Unicode.h" |
| #define SDL_MAIN_USE_CALLBACKS | |
| #include <SDL3/SDL_main.h> | |
| #include <SDL3/SDL.h> | |
| #include "common/viewport.h" | |
| #include <math.h> | |
| #define CONFIG_LIST \ | |
| HEADER("Shader Storage Buffer")\ | |
| FLOAT_SLIDER(hue_shift, 0.0f, -1.0f, 1.0f, 0.01f, 1.0f) |