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<title>xavi/rts/src/gfx/inc, branch master</title>
<subtitle>Minimalistic real-time strategy video game.
</subtitle>
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<updated>2022-09-23T02:12:56+00:00</updated>
<entry>
<title>gfx: Provide functions for fullscreen handling</title>
<updated>2022-09-23T02:12:56+00:00</updated>
<author>
<name>Xavier Del Campo Romero</name>
<email>xavi.dcr@tutanota.com</email>
</author>
<published>2022-09-23T02:12:56+00:00</published>
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<entry>
<title>Make gfx_draw return int</title>
<updated>2022-05-24T20:20:04+00:00</updated>
<author>
<name>Xavier Del Campo Romero</name>
<email>xavi.dcr@tutanota.com</email>
</author>
<published>2022-05-24T20:08:18+00:00</published>
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<entry>
<title>gfx: separate port-specific interfaces</title>
<updated>2022-03-30T06:20:21+00:00</updated>
<author>
<name>Xavier Del Campo Romero</name>
<email>xavi.dcr@tutanota.com</email>
</author>
<published>2022-02-24T20:12:18+00:00</published>
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<id>urn:sha1:8347125b19496516cc5e68c55e10237755851722</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Replace x_get functions with macros</title>
<updated>2022-03-30T06:20:21+00:00</updated>
<author>
<name>Xavier Del Campo Romero</name>
<email>xavi.dcr@tutanota.com</email>
</author>
<published>2022-02-08T14:39:56+00:00</published>
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The PS1 port relies on a heap for primitives since the GPU renders the
scene asynchronously. However, SDL-based platforms render primitives
synchronously, so structures can be allocated on the stack instead.
</content>
</entry>
<entry>
<title>Add project source code</title>
<updated>2022-03-30T06:20:20+00:00</updated>
<author>
<name>Xavier Del Campo Romero</name>
<email>xavi.dcr@tutanota.com</email>
</author>
<published>2021-07-02T22:49:03+00:00</published>
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