allocator: std.mem.Allocator, pub var NeonObjectTable: core.EngineObjectVTable = core.EngineObjectVTable.from(@This()); pub fn init(allocator: std.mem.Allocator) !*@This() { const self = try allocator.create(@This()); self.* = .{ .allocator = allocator, }; return self; } const assetReferences = [_]assets.AssetImportReference{ assets.MakeImportRefOptions( "Mesh", "m_empire", .{ .path = "meshes/lost_empire.obj" }, ), assets.MakeImportRefOptions( "Mesh", "m_fox", .{ .path = "gltf-samples/Fox/glTF/Fox.gltf" }, ), }; pub fn prepare(self: *@This()) !void { _ = self; core.engine_log(">>>>>>> game prepare", .{}); var z = core.tracy.ZoneN(@src(), "PREPARING GAME"); defer z.End(); try core.fs().addContentPath("sampleGame"); try script.loadTypes("scripts"); try script.runScriptFile("scripts/prepare.lua"); try assets.loadList(assetReferences); const exitInput = try core.ActionBinding.create(core.MakeName("exit")); exitInput.addKey(.escape, .keyDown); _ = exitInput.data.addListener(null, onExit); exitInput.activate(); } pub fn onExit(ctx: ?*anyopaque, action: core.ActionEvent) void { _ = ctx; _ = action; core.exitNow(); } pub fn tick(self: *@This(), _: f64) void { _ = self; std.time.sleep(6000 * 1000); // just gonna put this here... } pub fn deinit(self: *@This()) void { self.allocator.destroy(self); } pub fn main() anyerror!void { try backlog.initializeAndRunStandardProgram(@This(), .{ .name = "Hello World", .enabledModules = .{ .physics = true, }, }); } const std = @import("std"); const backlog = @import("Backlog"); const assets = backlog.assets; const core = backlog.core; const rend = backlog.rend; const script = core.script;