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								#include <iostream>
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								#include <thread>
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								#include "vulkanapi/window.h"
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								#include "object/mesh/actor.h"
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								#include "object/property/actor_property.h"
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								#include "asset/asset_manager.h"
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								#include "render/renderapi.h"
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								#include "zlog.h"
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								using namespace engineapi;
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								int main(int argc, char** argv)
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								{
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								    const char* name = "zengine";
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								    zlog::info("hello {}", name);
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								    RenderAPI::MakeInstance();
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								    auto wnd = vulkanapi::Window(3, 640, 720, name);
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								    ActorProperty property;
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								    property.id = 1;
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								    property.flags = Asset::ASSET_SHARED_FLAG | Asset::ASSET_ASYNC_FLAG;
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								    property.path = "assets/models/cube.obj";
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								    AssetManager instance;
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								    AssetManager::Instance = &instance;
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								    auto actor = ActorMesh::New(property);
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								    while (true) {
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								        std::this_thread::sleep_for(std::chrono::milliseconds(1000));
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								    }
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								    delete actor;
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								    return 0;
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								}
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