Updated readme.
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@ -7,9 +7,9 @@ The first step is to see how fennel works as a standalone execution environment,
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This repo contains the minimal viable setup to get started with Phil Hegelberg's game design process, plus some additional libraries.
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* Phil's Modal Callbacks (PMC)
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Phil Hegelberg's [[https://gitlab.com/technomancy/exo-encounter-667/][exo-encounter-667]] is structured using a modal callback system. Each game state has a mode and each mode has a serise of specific callbacks.
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Phil Hegelberg's [[https://gitlab.com/technomancy/exo-encounter-667/][exo-encounter-667]] is structured using a modal callback system. Each game state has a mode and each mode has a series of specific callbacks.
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If you design your game as a series of states in a very simple state machine, for example *start-screen*, *play* and *end*, with unidirectional progression, you can easily seperate the logic for each state into state/mode specific callbacks. As an example, in order to have state dependant rendering that differs between start-screen,play and end you could provide a *draw* callback for each of those states. Similarly if we need state dependent logic and keyboard input we could provide *update* and *keyboard* callbacks. As you iterate you can add and remove callbacks and states/modes as needed with very little friction.
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If you design your game as a series of states in a very simple state machine, for example *start-screen*, *play* and *end*, with unidirectional progression, you can easily separate the logic for each state into state/mode specific callbacks. As an example, in order to have state dependant rendering that differs between start-screen,play and end you could provide a *draw* callback for each of those states. Similarly if we need state dependent logic and keyboard input we could provide *update* and *keyboard* callbacks. As you iterate you can add and remove callbacks and states/modes as needed with very little friction.
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* Emacs Setup
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