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feat: we are halfway there
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@ -33,7 +33,7 @@
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% tytul 1 poziomu 14
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% tytul 2 poziomu 13
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% tytul 3 poziomu 12
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\usepackage{sectsty}
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\usepackage{tikz}
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\usetikzlibrary{shapes.geometric, arrows, positioning}
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\tikzstyle{startstop} = [rectangle, rounded corners, minimum width=3cm, minimum height=1cm,text centered, draw=black, fill=red!30]
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@ -42,7 +42,7 @@
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\tikzstyle{decision} = [diamond, minimum width=3cm, minimum height=1cm, text centered, draw=black, fill=green!30]
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\tikzstyle{arrow} = [thick,->,>=stealth]
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\usepackage{sectsty}
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\chapterfont{\fontsize{14}{14}\selectfont}
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\sectionfont{\fontsize{13}{13}\selectfont}
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@ -301,7 +301,7 @@ I also declare that:
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\chapter{ Introduction }
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\section{Background and Motivation}
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Among us, computer science students, video games were—and still are—one of the driving forces pushing us into the field of IT. Video games allow people with technical background to express their artistic side and create visually stunning projects. In particular "Match Three" games, characterized by their intuitive mechanics and satisfying gameplay, have attracted millions of players around the globe. They offer statisfying experience of aligning three or more similar game pieces, often resulting in gratyfying chain reactions. This lead to success of titles like "Candy Crush Saga" and "Bejeweled", staple titles for both mobile and desktop market.
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Among us, computer science students, video games were—and still are—one of the driving forces pushing us into the field of IT. Video games allow people with technical background to express their artistic side and create visually stunning projects. In particular "Match Three" games, characterized by their intuitive mechanics and satisfying gameplay, have attracted millions of players around the globe. They offer statisfying experience of aligning three or more similar game pieces, often resulting in gratyfying chain reactions. This lead to success of titles like "Candy Crush Saga" \cite{candyCrushMarketShare} and "Bejeweled", staple titles for both mobile and desktop market.
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\begin{centering}
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\begin{figure}[htp]
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@ -322,7 +322,7 @@ Game development is a broad spectrum, This section aims to define to what extent
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\subsection{Game Engine Focus: Match Three Genre}
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While game engines can be created for multiple game genres, this thesis focuses on Match Three genre. This decision comes from its ease of implementation, combined with relatively high popularity and applicability on all platforms. We will focus on core logic, rendering techniques, and controls focused on Match Three games.
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While game engines can be created for multiple game genres, this thesis focuses on Match Three genre. This decision comes from its ease of implementation, combined with relatively high popularity \cite{popularMatchThree} and applicability on all platforms. We will focus on core logic, rendering techniques, and controls focused on Match Three games.
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\subsection{Multiplatform Development}
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@ -351,7 +351,7 @@ The foremost objective is to design a core multiplatform engine architecture. Th
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\subsection{Effective Integration of Libraries}
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With numerous libraries at our disposal, an important goal is to combine them into the engine in a cohesive manner. We will make use of GLFW for window management, GLAD for OpenGL function pointers, FreeType and ft2build for text rendering, and stb\_image for image handling. In addition to integrating them into an engine, these libraries must operate in such a way that they complement each other to improve the engine's overall performance and capability.
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With numerous libraries at our disposal, an important goal is to combine them into the engine in a cohesive manner. We will make use of GLFW \cite{glfwSite} for window management, GLAD for OpenGL function pointers \cite{gladSite}, FreeType \cite{freeTypeLib} and ft2build for text rendering, and stb\_image for image handling. In addition to integrating them into an engine, these libraries must operate in such a way that they complement each other to improve the engine's overall performance and capability.
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\subsection{Development of Core Match Three Mechanics}
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@ -387,7 +387,7 @@ The success of "Bejeweled" lead to several innovation. Developers experimented w
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The evolution of Match Three games is interlocked with technological improvements in the gaming industry. Initially developed to PCs and consoles, the rise of mobile devices opened a new opportunities for the genre. The touch interface of smartphones and tablets proved to be an ideal medium for the drag-and-swap mechanics of Match Three games.
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At the same time, browser-based games, using technologies like Flash, allowed players to engage with Match Three puzzles without heavy downloads or installations. As technology progressed, the need for engines that worked on multiple platforms – mobile, browser, consoles and desktop – became apparent.
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At the same time, browser-based games, using technologies like Flash, allowed players to engage with Match Three puzzles without heavy downloads or installations. As technology progressed, the need for engines that worked on multiple platforms – mobile, browser, consoles and desktop – became apparent. \cite{crossPlatformRise}
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\subsection{Enduring Appeal and Contemporary Significance}
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@ -431,7 +431,7 @@ In order to face multiplatform development challenges, we use a set of tools and
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\subsection{Future Trajectory of Multiplatform Development}
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With the cloud gaming on the rise, ressurection of web-based games, and increasingly powerful mobile devices, multiplatform development's scope is constantly expanding. There will be newer platforms and more varied devices to handle. The goal will remain the same: ensuring that games offer a consistent, engaging, and seamless experience, independent of the platform.
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With the cloud gaming on the rise \cite{cloudGamingRise}, ressurection of web-based games, and increasingly powerful mobile devices, multiplatform development's scope is constantly expanding. There will be newer platforms and more varied devices to handle. The goal will remain the same: ensuring that games offer a consistent, engaging, and seamless experience, independent of the platform.
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Multiplatform game development requires technological knowledge and good design. By understanding its challenges and methodologies, developers are better equipped to face-on multiple platforms of modern gaming. This foundation will become crucial later into the development of our multiplatform Match Three game engine.
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\section{Existing Game Engines and Their Limitations}
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@ -465,7 +465,7 @@ Limitations:
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\subsection{Godot}
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Godot is the biggest multipurpose game engine that is also free and open-source.
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Godot is the biggest multipurpose game engine that is also free and open-source. \cite{godotEngineProject}
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Strengths:
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\begin{itemize}
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@ -494,7 +494,7 @@ While existing game engines offer a lot of tools and capabilities, there exists
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\chapter{Basics of Game Engine Design}
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\section{Core Components of Game Engines}
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Game engines serve as the backbone for game development, providing a selection of tools and features that simplify the process of creating a game from scratch. At the heart of every game engine lie its core components, which define its capabilities, flexibility, and performance. This section explains those elements that we are going to implement in our engine.
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Game engines serve as the backbone for game development, providing a selection of tools and features that simplify the process of creating a game from scratch. At the heart of every game engine lie its core components, which define its capabilities, flexibility, and performance. This section explains those elements that we are going to implement in our engine. \cite{gameEngineCharacterics}
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\begin{figure}[htp]
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\centering
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@ -648,7 +648,7 @@ GLFW, which stands for Graphics Library Framework, was a response to the need fo
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\subsection{GLFW's Core Competencies}
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GLFW serves as a bridge betFween the game's logic and the operating system, handling tasks that are crucial for interactive applications.
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GLFW serves as a bridge between the game's logic and the operating system, handling tasks that are crucial for interactive applications. \cite{glfwWiki}
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\begin{itemize}
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\item Window Management: GLFW's manages window creation, querying, and manipulation. It allows developers to focus on their game logic rather than handling platform-specific windowing.
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@ -680,7 +680,7 @@ GLFW's is able to work across Windows, Mac, and GNU/Linux.
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\subsection{Community and Support}
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Being open-source, GLFW benefits from a huge community that continually refines, optimizes, and extends the library.
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Being open-source, GLFW benefits from a huge community that continually refines, optimizes, and extends the library. \cite{glfwCommunity}
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\begin{itemize}
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\item Role: Ensures GLFW remains up-to-date, addreses challenges and evolves with the needs of developers.
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@ -751,7 +751,7 @@ ft2build serves as an essential interface, allowing for the inclusion and deploy
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\subsection{Introduction to stb\_image}
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While FreeType takes charge of fonts, stb\_image is a solution for image loading and decoding, popular for its simplicity and compactness. It is part of the stb collection of single-file libraries.
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While FreeType takes charge of fonts, stb\_image is a solution for image loading and decoding, popular for its simplicity and compactness. It is part of the stb collection of single-file libraries. \cite{stbImageRepo}
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\subsection{Key Capabilities of stb\_image}
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@ -768,7 +768,7 @@ Specialized tools like FreeType and stb\_image elecate the visual experience of
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\chapter{Design and Architecture of the Match Three Engine}
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\section{Game Loop and State Management}
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In the heart of every video game lies the game loop. This cycle dictates the game's pacing, ensuring that events, updates, and rendering processes all appear in a correct order. Game loop functions together with state management, which ensures the game behaves consistently in response to player actions and internal events. This section will focus on both the game loop and state management and how they influence our multiplatform Match Three game engine.
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In the heart of every video game lies the game loop. This cycle dictates the game's pacing, ensuring that events, updates, and rendering processes all appear in a correct order. \cite{gameLoopExplanation} Game loop functions together with state management, which ensures the game behaves consistently in response to player actions and internal events. This section will focus on both the game loop and state management and how they influence our multiplatform Match Three game engine.
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\begin{figure}[htp]
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\centering
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@ -937,7 +937,7 @@ Some of the distinctive features of OS architecture are:
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\item Kernel Design: Windows uses a hybrid kernel, while Linux is a monolithic kernel, MacOS is based around Unix XNU kernel.
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\item File Systems: Windows primarily offers NTFS, MacOS stores files using APFS, and GNU/Linux has multiple options like ext4, Btrfs, and many, many more.
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\cite{linuxWindowsFileSystems}
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\begin{figure}[htp]
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\centering
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\includegraphics[scale=0.75]{images/fileSystems}
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@ -960,7 +960,7 @@ Differences in GUI of each OS:
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\subsection{Driver Support}
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Certain hardware, sometimes crucial to game engine like graphics card or keyboad, might be optimized for one OS over the others, or might not be supported entirely.
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Certain hardware, sometimes crucial to game engine like graphics card or keyboad, might be optimized for one OS over the others, or might not be supported entirely. \cite{driversWinLinux}
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\subsection{Middleware \& Third-party Libraries}
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@ -999,7 +999,7 @@ Across all platforms, multiple hardware components exists:
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Drivers allow an operating system to interact with hardware:
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\begin{itemize}
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\item Proprietary vs. Open-Source: While NVIDIA provides proprietary drivers, AMD and Intel often offer open-source alternatives for Linux. There are also community driven, universal, open-source drivers.
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\item Proprietary vs. Open-Source: While NVIDIA provides proprietary drivers, AMD and Intel often offer open-source alternatives for Linux. There are also community driven, universal, open-source drivers. \cite{nvidiaDrivers}
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\item Update Frequencies: Hardware vendors release driver updates at different intervals, each update possibly affects game performance and compatibility.
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@ -1156,7 +1156,7 @@ spiritual successor of OpenGL with focus on using modern C++ features and
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fixing issues created by OpenGL 30 years old development time.
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Out of these three it is recognized as the hardest one as
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it is both complicated and newest. Similarly as OpenGL
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it uses open source license, namely Apache License 2.0.
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it uses open source license, namely Apache License 2.0. \cite{vulkanDirectXComparison}
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\\
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\begin{table}[H]
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\centering
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@ -1192,7 +1192,7 @@ There are 4 basic OpenGL libraries that I considered:
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\item SFML
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\item GLFW
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\end{itemize}
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freeGLUT was created as opensource alternative to GLUT,
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freeGLUT was created as an open source alternative to GLUT,
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is considered to be the worst out of all 4,
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written in archaic way, using C or very old C++,
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which in turn results in unexpected "buggy" behaviour,
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@ -8,7 +8,7 @@
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@online{platforms,
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title = {Windows Mac Linux Logo},
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year = {2009}, % Adjust the year if you know the specific publication year.
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year = {2009},
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url = {https://www.nicepng.com/downpng/u2w7w7y3e6a9r5i1_windows-mac-linux-logo/},
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note = {Accessed: 2023-08-20},
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author = {NicePNG}
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@ -16,7 +16,7 @@
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@online{glfwLogo,
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title = {GLFW Logo},
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year = {2013}, % Adjust the year if you know the specific publication year.
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year = {2013},
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url = {https://www.glfw.org/},
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note = {Accessed: 2023-08-20},
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author = {The GLFW Development Team}
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@ -24,7 +24,7 @@
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@online{bejeweledGameplay,
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title = {Bejeweled gameplay},
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year = {2001}, % Adjust the year if you know the specific publication year.
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year = {2001},
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url = {https://www.youtube.com/watch?v=ZEXtEUVexzA},
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note = {Accessed: 2023-08-20},
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author = {PopCap Games and Electronic Arts}
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@ -32,7 +32,7 @@
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@online{marketShareChart,
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title = {Desktop Operating System Market Share Worldwide Chart},
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year = {2023}, % Adjust the year if you know the specific publication year.
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year = {2023},
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url = {https://gs.statcounter.com/os-market-share/desktop/worldwide},
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note = {Accessed: 2023-08-20},
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author = {Global Stats}
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@ -40,7 +40,7 @@
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@online{unityLogo,
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title = {Unity Game Engine Logo},
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year = {2005}, % Adjust the year if you know the specific publication year.
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year = {2005},
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url = {brand.unity.com},
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note = {Accessed: 2023-08-20},
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author = {Unity Technologies}
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@ -48,7 +48,7 @@
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@online{unrealLogo,
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title = {Unreal Game Engine Logo},
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year = {2014}, % Adjust the year if you know the specific publication year.
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year = {2014},
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url = {www.unrealengine.com},
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note = {Accessed: 2023-08-20},
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author = {Epic Games}
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@ -56,65 +56,65 @@
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@online{godotLogo,
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title = {Godot Game Engine Logo},
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year = {2014}, % Adjust the year if you know the specific publication year.
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year = {2014},
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url = {https://godotengine.org/},
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note = {Accessed: 2023-08-20}
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note = {Accessed: 2023-08-20},
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organization = {Godot Foundation}
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}
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@online{rpgMakerLogo,
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title = {RPG Maker Engine Logo},
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year = {2015}, % Adjust the year if you know the specific publication year.
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year = {2015},
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url = {https://www.rpgmakerweb.com/},
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note = {Accessed: 2023-08-20}
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note = {Accessed: 2023-08-20},
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organization = {Gotcha Gotcha Games Inc}
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}
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@online{renpyLogo,
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title = {Ren'Py Game Engine Logo},
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year = {2004}, % Adjust the year if you know the specific publication year.
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year = {2004},
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url = {https://www.renpy.org/},
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note = {Accessed: 2023-08-20}
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note = {Accessed: 2023-08-20},
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organization = {Tom "PyTom" Rothamel}
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}
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@online{openGLWikipedia,
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title = {Linux kernel and OpenGL video games},
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year = {2014}, % Adjust the year if you know the specific publication year.
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url = {https://commons.wikimedia.org/wiki/File:Linux_kernel_and_OpenGL_video_games.svg},
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note = {Accessed: 2023-08-20}
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year = {2014},
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url = {https://commons.wikimedia.org/wiki/},
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note = {Accessed: 2023-08-20},
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author = {ScotXW https://commons.wikimedia.org/wiki/User:ScotXW}
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}
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@online{windowsLinuxSlash,
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title = {PCMag encyclopedia backslash},
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year = {2013}, % Adjust the year if you know the specific publication year.
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title = {PCMag encyclopedia backslash example},
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year = {2013},
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url = {https://www.pcmag.com/encyclopedia/term/backslash},
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note = {Accessed: 2023-08-20}
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note = {Accessed: 2023-08-20},
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organization = {PCMag}
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}
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@online{gladSite,
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title = {Glad configuration site},
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year = {2023}, % Adjust the year if you know the specific publication year.
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year = {2023},
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url = {https://glad.dav1d.de/},
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note = {Accessed: 2023-08-26}
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note = {Accessed: 2023-08-26},
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author = {David Herberth}
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}
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@online{freeTypeSite,
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title = {Free Type site},
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year = {2023}, % Adjust the year if you know the specific publication year.
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title = {Free Type library site},
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year = {2023},
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url = {https://freetype.org/},
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note = {Accessed: 2023-08-26}
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note = {Accessed: 2023-08-26},
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organization = {Free Type project}
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}
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@online{assetsMatchThree,
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title = {Match three assets},
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year = {2017}, % Adjust the year if you know the specific publication year.
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year = {2017},
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||||
url = {https://opengameart.org/content/gem-match-3-set},
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note = {Accessed: 2023-08-26}
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note = {Accessed: 2023-08-26},
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author = {Sylly}
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}
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@ -135,10 +135,153 @@
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}
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@online{tooMuchTwo,
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title = {Color Match Puzzle Rainbow Panels
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},
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title = {Color Match Puzzle Rainbow Panels},
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year = {2021},
|
||||
url = {https://opengameart.org/content/color-match-puzzle-rainbow-panels},
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note = {Accessed: 2023-09-08},
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||||
author = {Haley Halcyon}
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}
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@online{candyCrushMarketShare,
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||||
title = {Candy Crush Market Share},
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||||
year = {2022},
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||||
url = {https://www.businessofapps.com/data/candy-crush-statistics/},
|
||||
note = {Accessed: 2023-09-11},
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author = {David Curry}
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||||
}
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@online{popularMatchThree,
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title = {Most popular match-3 gaming apps worldwide in July 2023, by downloads},
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year = {2023},
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||||
url = {https://www.statista.com/statistics/1405591/most-downloaded-match-3-games-worldwide/},
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||||
note = {Accessed: 2023-09-11},
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||||
author = {J. Clement}
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}
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@online{glfwSite,
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title = {GLFW project site},
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||||
year = {2023},
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||||
url = {https://www.glfw.org/community.html},
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||||
note = {Accessed: 2023-09-11},
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author = {GLFW}
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||||
}
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@online{gladSite,
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title = {Glad project site},
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year = {2023},
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url = {https://glad.dav1d.de/},
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||||
note = {Accessed: 2023-09-11},
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author = {dav1d}
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}
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@online{freeTypeLib,
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||||
title = {Free Type project},
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||||
year = {2023},
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||||
url = {https://freetype.org/},
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||||
note = {Accessed: 2023-09-11},
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author = {Free Type organization}
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||||
}
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@online{crossPlatformRise,
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||||
title = {Cross-platform games increase},
|
||||
year = {2023},
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||||
url = {https://newzoo.com/resources/blog/cross-platform-players-spending-more-on-pc-and-console},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Orla Meehan}
|
||||
}
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||||
@online{cloudGamingRise,
|
||||
title = {The Rise of Cloud Gaming article},
|
||||
year = {2022},
|
||||
url = {https://www.datacenters.com/news/the-rise-of-cloud-gaming},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Datacenters.com Cloud}
|
||||
}
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||||
|
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@online{godotEngineProject,
|
||||
title = {The Rise of Cloud Gaming article},
|
||||
year = {2023},
|
||||
url = {https://godotengine.org/},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Godot project}
|
||||
}
|
||||
|
||||
@online{gameEngineCharacterics,
|
||||
title = {Basic elements and characteristics of game engine},
|
||||
year = {2021},
|
||||
url = {https://fullscale.io/blog/what-is-game-engine/},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Full Scale}
|
||||
}
|
||||
|
||||
@online{learnOGLTransformations,
|
||||
title = {Learn Open GL chapter on transformations},
|
||||
year = {2021},
|
||||
url = {https://learnopengl.com/Getting-started/Transformations},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = { Joey de Vries}
|
||||
}
|
||||
|
||||
@online{glfwWiki,
|
||||
title = {GLFW software architecture description},
|
||||
year = {2022},
|
||||
url = {https://en.wikipedia.org/wiki/GLFW},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Wikipedia}
|
||||
}
|
||||
|
||||
@online{glfwCommunity,
|
||||
title = {GLFW discourse community forum},
|
||||
year = {2023},
|
||||
url = {https://discourse.glfw.org/},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {GLFW project}
|
||||
}
|
||||
|
||||
@online{stbImageRepo,
|
||||
title = {Repository of stb project},
|
||||
year = {2023},
|
||||
url = {https://github.com/nothings/stb},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Sean Barrett}
|
||||
}
|
||||
|
||||
@online{gameLoopExplanation,
|
||||
title = {Game Loop explanation},
|
||||
year = {2023},
|
||||
url = {https://gameprogrammingpatterns.com/game-loop.html},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Game Programming Patterns}
|
||||
}
|
||||
|
||||
@online{linuxWindowsFileSystems,
|
||||
title = {Key Difference between Linux and Windows},
|
||||
year = {2023},
|
||||
url = {https://www.guru99.com/linux-differences.html#:~:text=Linux%20files%20are%20ordered%20in,name%20in%20the%20same%20folder.},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Mary Brent}
|
||||
}
|
||||
|
||||
@online{driversWinLinux,
|
||||
title = {Device support in Windows vs. Linux},
|
||||
year = {2010},
|
||||
url = {https://www.zdnet.com/article/device-support-in-windows-vs-linux/},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Chris Clay Clay}
|
||||
}
|
||||
|
||||
@online{nvidiaDrivers,
|
||||
title = {Arch wiki entry about nvidia drivers},
|
||||
year = {2023},
|
||||
url = {https://wiki.archlinux.org/title/NVIDIA},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Arch Wiki}
|
||||
}
|
||||
|
||||
@online{vulkanDirectXComparison,
|
||||
title = {Vulkan vs. DirectX comparison},
|
||||
year = {2023},
|
||||
url = {https://history-computer.com/vulkan-vs-directx-key-differences-and-full-comparison/},
|
||||
note = {Accessed: 2023-09-11},
|
||||
author = {Paul Salmon}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user