Mercurial > games > semicongine
annotate README.md @ 98:335a65d3f892
add: more vulkan objects
author | Sam <sam@basx.dev> |
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date | Mon, 06 Mar 2023 23:50:21 +0700 |
parents | 8011e4d6372d |
children | f0ceb8c17d2c |
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41 | 1 Semicongine |
2 =========== | |
3 | |
8 | 4 Hi there |
5 | |
41 | 6 This is a very simplistic little game engine, mainly trying to wrap around vulkan and the operating system's windowing, input and audio system. |
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7 I am using the last programming language you will ever need, [Nim](https://nim-lang.org/) |
41 | 8 |
48 | 9 Building |
10 -------- | |
11 | |
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12 Requires Nim to be installed and ```glslangValidator``` to be downloaded to the |
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13 directory of the main compilation file (e.g. into ```examples/``` in order to |
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14 compile the examples). It can be downloaded at |
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15 https://github.com/KhronosGroup/glslang/releases/. |
45 | 16 |
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17 Run ```nim help``` to see a list of available build commands. |
48 | 18 |
41 | 19 Roadmap |
20 ------- | |
21 | |
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22 Still tons to do. Making render pipeline and scenegraph somewhat compatible |
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23 seems like it will require quite a bit more of work. Also, audio might require |
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Sam <sam@basx.dev>
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24 quite a bit of work, no experience there. |
41 | 25 |
26 Rendering: | |
27 | |
28 - [x] Vertex attributes, vertex data | |
29 - [x] Shaders (allow for predefined and custom shaders) | |
30 - [x] Uniforms | |
31 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | |
32 - [ ] Textures | |
33 - [ ] Depth buffering | |
34 - [ ] Mipmaps | |
35 - [ ] Multisampling | |
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36 - [~] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) |
57 | 37 - [ ] Fullscreen mode + switch between modes |
73 | 38 - [x] Fixed framerate |
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39 - [ ] Allow multipel Uniform blocks |
41 | 40 |
41 Build-system: | |
42 - [x] move all of Makefile to config.nims | |
43 | |
44 Asset handling: | |
45 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) | |
46 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | |
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47 - [ ] Audio files (AU) |
41 | 48 |
49 Quality improvments: | |
50 | |
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51 - [x] Better scenegraph API |
41 | 52 - [ ] Better rendering pipeline API |
53 | |
54 Other: | |
55 - [x] Mouse/Keyboard input handling | |
56 - [x] X11 | |
57 - [x] Win32 | |
58 - [ ] Config files ala \*.ini files (use std/parsecfg) | |
59 - [ ] Input-mapping configuration | |
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60 - [ ] Audio playing (Alsa, Windows Waveform API?) |
41 | 61 |
62 Advanced features: | |
63 - [ ] Text rendering | |
64 - [ ] Animation system | |
65 - [ ] Sprite system | |
66 - [ ] Particle system | |
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67 - [ ] Query and display rendering information from Vulkan |
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68 - [ ] Game controller input handling |