int main(int argc, char *argv[]) { Uploader game; Engine gameEngine(&game, "UPLOADER", glm::vec2(800,400)); gameEngine.start(); return 0; }
int main(int argc, char *argv[]) { CoolGame game; Engine gameEngine(&game); gameEngine.start(); return 0; }
int main(void) { _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); { std::cout << "Game Engine" << std::endl; TestSceneManager manager; GameEngine gameEngine(640, 480, 60, &manager); gameEngine.Start(); } std::getchar(); }
//========================================================================== int main(int argc, char *argv[]) { //initialise pseudo-random number generator qsrand(QDateTime::currentMSecsSinceEpoch()); QApplication a(argc, argv); CfcMainWindow w; w.show(); CfcGameEngine gameEngine(w.getRenderer()); QObject::connect(&gameEngine, SIGNAL(signalCurrentScore(int)), &w, SLOT(slotSetScore(int)), Qt::UniqueConnection); gameEngine.start(); return a.exec(); }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { Configuration *configuration = new Configuration(CONFIG_FILE_NAME); GameEngine gameEngine( new WindowsConsoleLogger(), new CoreSystem( new TextFileReader()), new OGLGraphicsSystem( new OGLShaderManager(), new GameWorld( new GameObjectManager(), new OGLFirstPersonCamera()), new OGLViewingFrustum(), new LocalLightSource() ), new GameWindow( configuration->getTitle(), configuration->getWidth(), configuration->getHeight()), new PCInputSystem(), new WindowsTimer() ); OGLGraphicsSystem *graphics = (OGLGraphicsSystem*)gameEngine.getGraphicsSystem(); TextFileReader *reader = gameEngine.getCoreSystem()->getTextFileReader(); graphics->addVertexShader( "SimpleVertexShader", new OGLVertexShader()); graphics->addVertexShader( "VertexShader3d", new OGLVertexShader(), reader->readContents("VertexShader3DPerspective.glsl")); graphics->addVertexShader( "VertexShaderIllumination", new OGLVertexShader(), reader->readContents("VertexShader3DIllumination.glsl")); graphics->addFragmentShader( "SimpleFragmentShader", new OGLFragmentShader()); graphics->addFragmentShader( "FragmentShaderIllumination", new OGLFragmentShader(), reader->readContents("FragmentShader3DIllumination.glsl")); graphics->addShaderProgram( "SimpleShader", new OGLShaderProgram(), "SimpleVertexShader", "SimpleFragmentShader"); graphics->addShaderProgram( "ShaderProgram3d", new OGLShaderProgram(), "VertexShader3d", "SimpleFragmentShader"); graphics->addShaderProgram( "ShaderProgramIllumination", new OGLShaderProgram(), "VertexShaderIllumination", "FragmentShaderIllumination"); gameEngine.initializeWindowAndGraphics(); StockObjectLoader loader; loader.loadObjects(graphics->getGameWorld()->getObjectManager()); graphics->setActiveShaderProgram("ShaderProgramIllumination"); graphics->setObjectsShaderProgram("ShaderProgramIllumination"); //OGLSphericalCamera *camera = (OGLSphericalCamera *)graphics->getGameWorld()->getCamera(); //camera->setPosition(25.0f, -30.0f, 30.0f); OGLFirstPersonCamera *camera = (OGLFirstPersonCamera *)graphics->getGameWorld()->getCamera(); camera->setPosition(0.0f, 5.0f, 10.0f); graphics->setUpViewingEnvironment(); gameEngine.setupGame(); gameEngine.run(); return 0; }