Euphoria
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Euphoria is a data-driven "game engine". It's in quotes because
Euphoria is under heavy development, not ready for prime time, and the final product will be focused on live programming/automatic refresh between computer and target devices (that include computers) with a feature set that lies between love2d (do whatever you like) and fps game creator(restrictive but quick prototyping).
The folder structure should follow the pitchfork layout. graveyard
contains old code that could be brought back to life but should more or less be considered deleted.
All names should follow snake_case
, both for variables, members, functions and files. The only exception are C++ macros that should follow SHOUTING_SNAKE_CASE
and structs & template arguments that should follow PascalCase
.
get_sorted
or sort_inplace
vs quicksort
).add_item
vs emplace_back_item
).add
and compile
), be specific (add_object
and compile_shader
) but don't be too specific.from
functions and maps instead of to
functions: let canonical_variable = canonical_var_from_num[num_from_var.get(var).unwrap()];
projection_from_object = projection_from_view * view_from_world * world_from_object;
and world_point