view Build/Visual Studio 2012/World of Might and Magic.sln @ 2541:a902abdfc7f2

1. Renamed class Game to class Engine. 2. Separated game logic as state of FSM from game logic as engine. 3. Found out that many UI screen initializers were optimized away, intially they all returned newly created window as separate object like it is done in CharacterUI_Initialize.
author a.parshin
date Sun, 10 May 2015 01:29:11 +0200
parents 8673f3aedfb9
children
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "World of Might and Magic", "World of Might and Magic.vcxproj", "{5DA49362-EF43-4753-85DC-88CC41F26764}"
EndProject
Global
	GlobalSection(SolutionConfigurationPlatforms) = preSolution
		Debug|Win32 = Debug|Win32
		Release|Win32 = Release|Win32
	EndGlobalSection
	GlobalSection(ProjectConfigurationPlatforms) = postSolution
		{5DA49362-EF43-4753-85DC-88CC41F26764}.Debug|Win32.ActiveCfg = Debug|Win32
		{5DA49362-EF43-4753-85DC-88CC41F26764}.Debug|Win32.Build.0 = Debug|Win32
		{5DA49362-EF43-4753-85DC-88CC41F26764}.Release|Win32.ActiveCfg = Release|Win32
		{5DA49362-EF43-4753-85DC-88CC41F26764}.Release|Win32.Build.0 = Release|Win32
	EndGlobalSection
	GlobalSection(SolutionProperties) = preSolution
		HideSolutionNode = FALSE
	EndGlobalSection
EndGlobal