Implementing basic asset serialization
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+4
-1
@@ -3,6 +3,7 @@
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#include "Window/GameView.h"
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#include "Window/InspectorView.h"
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#include "Asset/AssetRegistry.h"
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#include "Asset/TextureLoader.h"
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#include "Graphics/Vulkan/VulkanGraphics.h"
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using namespace Seele;
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@@ -11,10 +12,12 @@ using namespace Seele::Editor;
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int main()
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{
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Gfx::PGraphics graphics = new Vulkan::Graphics();
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GraphicsInitializer initializer;
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graphics->init(initializer);
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PWindowManager windowManager = new WindowManager();
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AssetRegistry::init(std::string("C:\\Users\\Dynamitos\\TrackClear"), graphics);
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AssetRegistry::init(std::string("C:\\Users\\Dynamitos\\TrackClear\\Assets"), graphics);
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WindowCreateInfo mainWindowInfo;
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mainWindowInfo.title = "SeeleEngine";
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mainWindowInfo.width = 1280;
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