#include #include #include "game.h" struct game game; void update_game(float dt) { } void draw_game() { for (int i = 0; i < MAX_ENTITY_COUNT; i++) { const struct entity* current = &game.entities[i]; //Skip inactive entities if (!entity_active(current)) continue; draw_entity(current); } } void init_game() { memset(&game, 0, sizeof(struct game)); }