carry: the runtime and render3d work Maroon Lake builds against
Input.text, App.monitor_count / window_to_monitor / window_fixed, gl_sleep_us, and the grass and collide changes, uncommitted on main and depended on by the game; carried here so the language work starts from what the game actually uses. main's working tree is untouched.
This commit is contained in:
parent
86492064aa
commit
e6f565a6c4
17 changed files with 622 additions and 34 deletions
|
|
@ -32,6 +32,7 @@ extern function win_toggle_fullscreen() = "win_toggle_fullscreen"
|
|||
extern function cgl_offscreen() -> int = "cgl_offscreen"
|
||||
# wall clock in microseconds — the only sub-second clock available to a Ludic program
|
||||
extern function gl_now_us() -> long = "gl_now_us"
|
||||
extern function gl_sleep_us(us: long) -> void = "gl_sleep_us"
|
||||
extern function fx_to_f32(fx: fixed) -> int = "fx_to_f32"
|
||||
extern function f32_to_fx(bits: int) -> fixed = "f32_to_fx"
|
||||
extern function mem_off(p: pointer, off: int) -> pointer = "mem_off"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue