-# hbatbp
-Hanging by a Thread: Break(ing)point
+# miss-le-hell
+
+Miss(le) Hell, a fun little bullet hell for Bullet Hell Jam 6
+
+This is a small game based off a personal game engine and game
+I'm developing that's still in progress (``hbatbp``).
## Building
build/windows/app.exe
```
+Because one of my dev PCs is a Linux laptop, there's now also a Linux build script
+```
+# Build the project, needs SDL3 and GL development headers and libraries
+scripts/linux/build.sh
+
+# Application path that can be run directly
+build/linux/app
+```
+
## Current Pain Points
-As I'm developing small test games for ``hbatbp``'s engine,
+As I'm developing small test games using the engine,
these are some general pain points that stand out in development
-* The tooling and support for common things like fonts, atlases, etc., is poor (if existant)
+* The tooling and support for common things like atlases and BMFonts are not present
* Many GFX attributes and descriptions are missing or underdeveloped
- Uniforms, for example, would be nice so that we could do camera math in the vertex shader
-* Most GFX objects are non-existant and textures are the only one you can have multiple of
-* There's no well-developed linear algebra (``linalg``) library yet
- - This would simplify sprite scaling and rotation in spritebatches
- - This would simplify games programming in general
-* Lack of a good handle/index allocation structure
- - This is part of why it's been hard to improve core GFX and add new GFX objects
- - Makes it easier to swap between AOS and SOA structures where appropriate
- - Makes it easier for games to allocate massive arrays and manage them easily
-* Lack of allocators
- - Bump would make it easier to manage allocations and serve as a good temp allocator
* Lack of good UI functions