This might not look like much, but because the engine I'm creating is modular there's a lot of problems with version control, someone may use different versions of different modules, if there's any problems then we need to identify what version of what module of the engine the user is running.
So I made a program that generates a version for the program when you build, which is ran at the pre-build step of the main project.
When you're running a debug version of the engine, the build number and date will appear on start-up, when you're running the release copy of the game, the build number will serve as a version number and will be displayed on the title screen.
Again, it looks like nothing, but with the engine design and the elegance of the code behind this, it's quite a big achievement for me and is mega useful if you want to make an auto-updating program that will only update modules that have been changed since the user's last version (Which is very cool, saves having to update through downloading the entire game again).
Of course, I plan for a Steam release so this auto updating idea won't be used if that is the case, it's more for internal version control.
It's weird how the engine's source folder is already 352MB in size and I haven't even got any resources, graphics, logic, AI or anything yet. It's all preliminary stuff before the project kicks off next year.
It's mandatory that I get a 2014 working demo completed, so I have a lot to do.
I also coded a texture manager that loads textures within the game loop without causing memory leaks and with a minimal memory footprint itself.