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updates the game state, renders the scene. Use a fixed update
timestep and cap the maximum FPS.
+** TODO Game scenes
+ Games can be broken up into many chunks, called scenes. Examples
+ would be a main menu, a world map, a battle screen, etc.
+
+ - [ ] Create a <scene> type that encapsulates input/render/update
+ callbacks
+ - [ ] Macro for declaratively defining a scene
+
** TODO Input
Provide hooks to respond to keyboard, mouse, and joystick events.
Wrap SDL keycode, mouse button, etc. constants in our own
@@ -99,7 +107,7 @@
- [ ] Linear interpolation (lerp)
- [ ] Move to/move by
-** TODO Combos
+** TODO Keymaps
Provide an Emacs-like way of defining key combinations to that
multi-button input is easy for users.