cleanup the function prototypes. adde rotate2d for convenience
Actor data or player and enemies. draw functions will go in Rendering module
Main module cleanup. Extended world and input data. Constructor for initial world for completeness
velocity and acceleration added to player and enemy actors. more updater functions in simulation - not yet defined
licence and read me
euler integrator function and scaler x vector function
basic skeleton for moving actors around
additional profile option for instrumenting automatically all the functions
more generic euler integrator function
input is collected is fed to world state
backend now hold input and world state, although world should not be there.
circle primitive and proper ball primitive implemented
more helper functions on various places
refactoring. now Backend contain all the tasks that needs to be done. Main will provide only Setup, Rendering and Simulation actions
syntax sugar and few comments
two functions for random vectors. second function gives random vector in unit circle which guarantee smoothness of velocities and accelerations
small refactoring. setup rim light coefficients to shader
random vector in spherical coordinates because smooth distribution over unit sphere
actor fields made strict but this does not help for space leaks. pure version of random polar vector. pure version of input handler action
shader programs are now placed in Map instead of list. small clean up here and there
static actor type added.
simple input for player (WASD).
fixed matrix x vector function.
hiding  profiling output files to maintain things clean
added strictness where possible, still no success with damn space leak in updateActorMovement