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1h 11m 51s logged

Today, I polished the library a bit more and expanded the demo.
First, I thought about how “game logic” would be executed and tied to the existing framework’s clock. I decided that the easiest way for me to implement this was to create a function pointer which is called every “tick” (a moment in which you want to execute updates, with an ideally constant step time).
Second, I removed my reporting/logging implementation. I don’t think it’s worth it to reinvent the wheel for this right now, but in the future, I might pull in libraries like spdlog.
I also updated the demo to show how input can result in movement.

Uhh, I also fixed a memory leak in which I never cleared the list of sprites to be rendered after each frame, so memory usage would slowly climb, and my fps would slowly drop. That’s an issue no more!

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