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authorAaditya Dhruv <[email protected]>2026-01-30 13:26:36 -0600
committerAaditya Dhruv <[email protected]>2026-01-30 13:26:36 -0600
commit0889db09c33aa96a31cc821effbf6dd42aa14471 (patch)
tree306e0db7cec2d988c8d59579329b34d9e8d94491 /src
parent839e04c5b583b51726207fc2508dce5c3afb3f04 (diff)
rename engine_draw to engine_start
Diffstat (limited to 'src')
-rw-r--r--src/engine.c2
-rw-r--r--src/engine.h4
-rw-r--r--src/junkcraft.c2
3 files changed, 4 insertions, 4 deletions
diff --git a/src/engine.c b/src/engine.c
index b840a2f..39f2511 100644
--- a/src/engine.c
+++ b/src/engine.c
@@ -82,7 +82,7 @@ void engine_update(struct engine* engine) {
}
}
-void engine_draw(struct engine* engine) {
+void engine_start(struct engine* engine) {
while (engine->game_loop) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.529f, 0.808f, 0.922f, 1.0f);
diff --git a/src/engine.h b/src/engine.h
index 0633bcc..89ee3cf 100644
--- a/src/engine.h
+++ b/src/engine.h
@@ -29,8 +29,8 @@ int engine_init(struct engine* engine);
/**
* Take all objects in the engine, apply the shader pipeline and draw on the window
- * Event handling is also processed here, though should maybe moved to a separate thread
+ * Apply block, chunk and camera updates as well. This is the main game loop
*
* @param engine The target engine
*/
-void engine_draw(struct engine* engine);
+void engine_start(struct engine* engine);
diff --git a/src/junkcraft.c b/src/junkcraft.c
index e3e5260..823c27b 100644
--- a/src/junkcraft.c
+++ b/src/junkcraft.c
@@ -9,7 +9,7 @@ int main() {
return -1;
}
pthread_t input_thread = input_init(&engine);
- engine_draw(&engine);
+ engine_start(&engine);
input_join(input_thread, &engine);
window_cleanup(engine.window);
return 0;