🚨 clean up a few lint errors and start building a new game
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06c173e6da
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f5da7b5188
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@ -0,0 +1,28 @@
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use opengl_rust::prelude::*;
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use anyhow::Result;
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#[tokio::main]
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async fn main () -> Result <()> {
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let sdl_context = sdl2::init ().map_err (|e| anyhow! ("Can't init SDL: {}", e))?;
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let video_subsystem = sdl_context.video ().map_err (|e| anyhow! ("Can't get SDL video subsystem: {}", e))?;
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let window = video_subsystem.window ("3D platformer", 1280, 720)
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.position_centered ()
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.opengl ()
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.build ()
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?;
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gl::load_with (|s| {
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video_subsystem.gl_get_proc_address (s) as *const _
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});
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if ! gl::ClearColor::is_loaded () {
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bail! ("gl::ClearColor didn't load, something is wrong with OpenGL");
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}
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let gl_ctx = window.gl_create_context ().map_err (|e| anyhow! ("Can't create OpenGL context: {}", e))?;
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window.gl_make_current (&gl_ctx).map_err (|e| anyhow! ("Can't make OpenGL context current: {}", e))?;
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Ok (())
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}
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@ -1,37 +1,4 @@
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use std::{
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convert::TryInto,
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ffi::{
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CString,
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c_void,
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},
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time::Duration,
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};
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use anyhow::{
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anyhow,
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Context,
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};
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use glam::{
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Mat4,
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Vec3,
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};
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use sdl2::{
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event::Event,
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keyboard::{Keycode, Scancode},
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};
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use tracing::{
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debug,
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instrument,
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};
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use opengl_rust::{
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glezz,
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gpu_buffers,
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network_protocol::*,
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quinn_common::make_client_endpoint,
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shader,
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timestep::TimeStep,
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};
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use opengl_rust::prelude::*;
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struct GameState {
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logic_frames: u64,
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@ -1,4 +1,3 @@
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#[macro_use]
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extern crate iota;
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#[macro_use]
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@ -10,6 +9,7 @@ pub mod gl_state;
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pub mod gpu_buffers;
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pub mod network_protocol;
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pub mod physics;
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pub mod prelude;
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pub mod quinn_common;
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pub mod renderable_model;
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pub mod shader;
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@ -0,0 +1,35 @@
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pub use std::{
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convert::TryInto,
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ffi::{
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CString,
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c_void,
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},
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time::Duration,
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};
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pub use anyhow::{
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anyhow,
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bail,
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Context,
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};
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pub use glam::{
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Mat4,
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Vec3,
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};
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pub use sdl2::{
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event::Event,
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keyboard::{Keycode, Scancode},
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};
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pub use tracing::{
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debug,
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instrument,
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};
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pub use crate::{
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glezz,
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gpu_buffers,
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network_protocol::*,
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quinn_common::make_client_endpoint,
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shader,
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timestep::TimeStep,
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};
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@ -2,7 +2,7 @@ use quinn::{
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Certificate, CertificateChain, ClientConfig, ClientConfigBuilder, Endpoint, Incoming,
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PrivateKey, ServerConfig, ServerConfigBuilder, TransportConfig,
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};
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use std::{error::Error, net::SocketAddr, sync::Arc};
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use std::{net::SocketAddr, sync::Arc};
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/// Constructs a QUIC endpoint configured for use a client only.
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///
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