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…test environments
…g and add test executable
…g for improved flexibility
…ling and rendering
… updates with direct calls
…, deprecate legacy loop
… and thread join safety
…nagement and cleanup order
… and joining more safely
…xt rendering capabilities
- Added Logger class to handle logging with different levels (INFO, DEBUG, ERROR, TRAFFIC). - Integrated Logger into GameEngine and AModule for consistent logging. - Removed direct console output in favor of Logger methods. - Introduced filtering for noisy log topics to reduce clutter. - Updated CMakeLists.txt for affected modules to include Logger.cpp.
…logging in LuaECSManager
…ching in LuaECSManager
…gic for player entity
…d improve readability
…d player collisions
… signatures and parameters
…optimizations, and self-reference safety
…ent self-reference for LuaECSManager
…ation and utility methods
…include tests subdirectory in CMake
…ment, and event queue optimizations
…d entity ownership functions
Resolved conflicts by: - Preserving HEAD architecture for ECS, Renderer, and Core. - Integrating Main's UI and Window helper functions into LuaECSManager. - Integrating Main's Window capabilities (Fullscreen, Resizing) into SFMLWindowManager. - Using HEAD's CMake configuration which is a superset. - Using HEAD's GameLoop.lua (Final Game Loop).
… and improved subscription handling
…GameLoop.lua and SFMLWindowManager.cpp
- Added game components: Transform, Mesh, Physic, Collider, Paddle, Ball, Brick, Camera. - Created GameLoop script to initialize game state and entities. - Developed systems for input handling, physics simulation, game logic, and rendering. - Implemented paddle and ball mechanics, including movement and collision detection. - Added brick creation and wall setup for the game environment. - Integrated sound effects for ball collisions and brick destruction. - Configured ECS to manage game entities and systems effectively. - Introduced a configuration file for game settings and module loading.
… physics prediction, explicitly set the active camera, and switch the default startup script to Breakout.
…g and error handling for ZMQ context and proxy thread
… add initial blocks for the game level feat(InputSystem): Optimize paddle velocity updates with throttling to reduce unnecessary engine commands refactor(PhysicsSystem): Disable manual client prediction to prevent conflicts with engine movement handling fix(RenderSystem): Ensure active camera is set only once per entity to avoid redundant messages
…obsolete systems, and streamline entity management
…d add cleanup state variable
…ebug line rendering and collision tracking
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