timesynk/devcpp
kts b45862f351 Windows PTime now uses native (non-SDL) millisecond precision for acquiring and delaying time. 2014-04-03 19:54:29 -07:00
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Makefile.win Updated devcpp project. Engine runs fine on win64. 2014-03-13 16:29:13 -07:00
engine.dev Updated devcpp project. Engine runs fine on win64. 2014-03-13 16:29:13 -07:00
engine.layout Windows PTime now uses native (non-SDL) millisecond precision for acquiring and delaying time. 2014-04-03 19:54:29 -07:00
tile_editor.dev data.c/.h added to devcpp project. Tile editor runs fine on win32/64. 2014-01-21 00:15:02 -08:00
tile_editor.layout Added dev-cpp project for the engine. It kind of works. For some reason, as soon as the fps goes over 60, the engine freezes. I've tried adding SDL_Delay(s), removing most of the engine, as well as tweaking both renderers, but the outcome is the same. No clue as to why it would stop responding after a couple seconds, but work fine during those initial moments. 2014-03-02 23:28:49 -08:00
timesynk-pdcurses.dev devcpp project files now updated to compile with parser types and functions. Also added the tile editor project, which produces a working win32/64 tile editor. 2014-01-09 21:54:53 -08:00
timesynk-pdcurses.layout devcpp project files now updated to compile with parser types and functions. Also added the tile editor project, which produces a working win32/64 tile editor. 2014-01-09 21:54:53 -08:00
timesynk-sdl.dev devcpp project files now updated to compile with parser types and functions. Also added the tile editor project, which produces a working win32/64 tile editor. 2014-01-09 21:54:53 -08:00
timesynk-sdl.layout devcpp project files now updated to compile with parser types and functions. Also added the tile editor project, which produces a working win32/64 tile editor. 2014-01-09 21:54:53 -08:00