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