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tine

a tiny minigame engine can be built in your game or an engine, wrote in c and cpp.

highlights

1. tiny and clean:

only provide raw APIs, and no more actions.

because of it can be called "an engine", all the stuff (including graphic, audio, io ...) will use the host's(your engine/game) by the APIs.

also you can build and run standalone if you want.

2. extremely GEEKy:

compatibility depends on your coding, even you can run it in terminal window.

3. GC and file-system discoupling:

how? the answer is nope.

there's no gc or file-system, all the assets should be hard-coded as HEAD.h files.

when the your game/engine first launched, this engine should be suddenly loaded in memory for few seconds.

OR, you can use your raw assets directly.

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a tiny minigame engine can be built in your game or an engine, writing in c and cpp.

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