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	Fixed invalid links in README.
Errors were caused since "backend" was removed from internal namespaces in the previous commit
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## blah
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					## blah
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A small 2D C++ Game Framework, using few dependencies and simple code to mainain easy building and portability.
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					A small 2D C++ Game Framework, using few dependencies and simple code to mainain easy building and portability.
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**☆ This will likely see breaking changes! Use at your own risk! ☆**
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					**☆ This will likely see breaking changes! Use at your own risk! ☆**
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#### building
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					#### building
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 - Requires C++17 and CMake 3.12+
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					 - Requires C++17 and CMake 3.12+
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 - A single *Platform* backend must be enabled:
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					 - A single *Platform* backend must be enabled:
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	- [SDL2](https://github.com/NoelFB/blah/blob/master/src/internal/platform_backend_sdl2.cpp) can be enabled in CMake with `PLATFORM_SDL2`, and setting `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES`
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						- [SDL2](https://github.com/NoelFB/blah/blob/master/src/internal/platform_sdl2.cpp) can be enabled in CMake with `PLATFORM_SDL2`, and setting `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES`
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	- [WIN32](https://github.com/NoelFB/blah/blob/master/src/internal/platform_backend_win32.cpp) (UNFINISHED) can be enabled in CMake with `PLATFORM_WIN32`.
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						- [WIN32](https://github.com/NoelFB/blah/blob/master/src/internal/platform_win32.cpp) (UNFINISHED) can be enabled in CMake with `PLATFORM_WIN32`.
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	- Additional backends can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/src/internal/platform_backend.h)
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						- Additional backends can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/src/internal/platform.h)
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 - A single *Graphics* backend must be enabled:
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					 - A single *Graphics* backend must be enabled:
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	- [OpenGL](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend_gl.cpp) can be enabled in CMake with `GRAPHICS_OPENGL`.
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						- [OpenGL](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_gl.cpp) can be enabled in CMake with `GRAPHICS_OPENGL`.
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	- [D3D11](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend_d3d11.cpp) can be enabled in CMake with `GRAPHICS_D3D11`.
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						- [D3D11](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_d3d11.cpp) can be enabled in CMake with `GRAPHICS_D3D11`.
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	- Additional backends can be added by implementing the [Graphics Backend](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_backend.h).
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						- Additional backends can be added by implementing the [Graphics Backend](https://github.com/NoelFB/blah/blob/master/src/internal/graphics.h).
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#### notes
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					#### notes
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 - There's no Shader abstraction, so the [Sprite Batcher](https://github.com/NoelFB/blah/blob/master/src/graphics/batch.cpp) has hard-coded GLSL/HLSL. This will need to change.
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					 - There's no Shader abstraction, so the [Sprite Batcher](https://github.com/NoelFB/blah/blob/master/src/graphics/batch.cpp) has hard-coded GLSL/HLSL. This will need to change.
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 - Only floatN/mat3x2/mat4x4 uniforms are supported.
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					 - Only floatN/mat3x2/mat4x4 uniforms are supported.
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 - There's no Audio API or backend implementation yet.
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					 - There's no Audio API or backend implementation yet.
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 - No threaded rendering so it will explode if you try that.
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					 - No threaded rendering so it will explode if you try that.
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#### a sample application
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					#### a sample application
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```cpp
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					```cpp
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#include <blah.h>
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					#include <blah.h>
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using namespace Blah;
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					using namespace Blah;
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Batch batch;
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					Batch batch;
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TextureRef tex;
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					TextureRef tex;
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void startup()
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					void startup()
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{
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					{
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	tex = Texture::create("player.png");
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						tex = Texture::create("player.png");
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}
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					}
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void render()
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					void render()
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{
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					{
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	App::backbuffer->clear(Color::black);
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						App::backbuffer->clear(Color::black);
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	auto center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2;
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						auto center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2;
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	auto rotation = Time::seconds * Calc::TAU;
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						auto rotation = Time::seconds * Calc::TAU;
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	auto transform = Mat3x2::create_transform(center, Vec2::zero, Vec2::one, rotation);
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						auto transform = Mat3x2::create_transform(center, Vec2::zero, Vec2::one, rotation);
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	batch.push_matrix(transform);
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						batch.push_matrix(transform);
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	batch.rect(Rect(-32, -32, 64, 64), Color::red);
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						batch.rect(Rect(-32, -32, 64, 64), Color::red);
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	batch.tex(tex, Vec2(64, 0), Color::white);
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						batch.tex(tex, Vec2(64, 0), Color::white);
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	batch.pop_matrix();
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						batch.pop_matrix();
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	batch.render();
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						batch.render();
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	batch.clear();
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						batch.clear();
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}
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					}
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int main()
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					int main()
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{
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					{
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	Config config;
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						Config config;
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	config.name = "blah app";
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						config.name = "blah app";
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	config.width = 1280;
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						config.width = 1280;
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	config.height = 720;
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						config.height = 720;
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	config.on_startup = startup;
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						config.on_startup = startup;
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	config.on_render = render;
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						config.on_render = render;
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	App::run(&config);
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						App::run(&config);
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	return 0;
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						return 0;
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}
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					}
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```
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					```
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