Mercurial > games > semicongine
annotate README.md @ 232:408d68fbcbee
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author | Sam <sam@basx.dev> |
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date | Fri, 19 May 2023 12:45:50 +0700 |
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41 | 1 Semicongine |
2 =========== | |
3 | |
8 | 4 Hi there |
5 | |
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6 This is a little game engine, mainly trying to wrap around vulkan and the |
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7 operating system's windowing, input and audio system. I am using the last |
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8 programming language you will ever need, [Nim](https://nim-lang.org/) |
41 | 9 |
48 | 10 Building |
11 -------- | |
12 | |
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13 Requires Nim to be installed and ```glslangValidator``` to be downloaded to the |
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14 directory of the main compilation file (e.g. into ```examples/``` in order to |
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15 compile the examples). It can be downloaded at |
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16 https://github.com/KhronosGroup/glslang/releases/. |
45 | 17 |
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18 Run ```nim help``` to see a list of available build commands. |
48 | 19 |
41 | 20 Roadmap |
21 ------- | |
22 | |
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23 Here a bit to see what has been planed and what is done already. Is being |
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24 updated frequently (marking those checkboxes just feels to good to stop working). |
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) | |
119 | 32 - [x] Fixed framerate |
130 | 33 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) |
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34 - [x] Textures |
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35 - [x] Materials (vertices with material indices) |
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36 - [ ] Allow different shaders (ie pipelines) for different meshes |
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37 |
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38 Required for 3D rendering: |
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39 |
41 | 40 - [ ] Depth buffering |
41 - [ ] Mipmaps | |
42 | |
43 Asset handling: | |
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44 - [x] Resource loading |
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45 - [x] Mod/resource-pack concept |
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46 - [x] Load from directory |
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47 - [x] Load from zip |
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48 - [x] Load from exe-embeded |
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49 - [x] Mesh/material files (glTF, but incomplete, not all features supported) |
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50 - [x] Image files (BMP RGBA) |
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51 - [x] Audio files (AU) |
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52 - [x] API to transform/recalculate mesh data |
41 | 53 |
119 | 54 Other (required for alpha release): |
55 - [x] Config files ala \*.ini files (use std/parsecfg) | |
41 | 56 - [x] Mouse/Keyboard input handling |
57 - [x] X11 | |
58 - [x] Win32 | |
170 | 59 - [x] Enable/disable hardware cursor |
187 | 60 - [x] Fullscreen mode + switch between modes |
61 - [x] Linux | |
62 - [x] Window | |
182 | 63 - [x] Audio playing |
187 | 64 - [x] Linux |
65 - [x] Windows Waveform API | |
66 - [ ] Generic configuration concept (engine defaults, per-user, etc) | |
41 | 67 - [ ] Input-mapping configuration |
101 | 68 - [ ] Telemetry |
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69 - [x] Add simple event logging service |
187 | 70 - [ ] Add exception reporting |
41 | 71 |
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72 Other important features: |
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73 - [ ] Multisampling |
41 | 74 - [ ] Text rendering |
75 - [ ] Animation system | |
76 - [ ] Sprite system | |
77 - [ ] Particle system | |
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78 |
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79 Other less features: |
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80 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution) |
182 | 81 - [ ] Query and display rendering information from Vulkan? |
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82 - [ ] Game controller input handling |
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83 - [ ] Allow multipel Uniform blocks |
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84 - [ ] Documentation |
119 | 85 |
86 Quality improvments: | |
87 | |
88 - [x] Better scenegraph API | |
89 - [x] Better rendering pipeline API | |
90 | |
91 Build-system: | |
92 - [x] move all of Makefile to config.nims | |
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93 |
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94 |
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95 Documentation |
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96 ============= |
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97 |
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98 Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit. |
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99 |
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100 Engine parts |
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101 ------------ |
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102 |
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103 Currently we have at least the following: |
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104 |
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105 - Rendering: rendering.nim vulkan/* |
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106 - Scene graph: entity.nim |
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107 - Audio: audio.nim audiotypes.nim |
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108 - Input: events.nim |
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109 - Settings: settings.nim |
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110 - Meshes: mesh.nim |
223 | 111 - Math: math/\* |
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112 - Telemetry: telemetry.nim (wip) |
223 | 113 - Resources (loading, mods): resources.nim |
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114 |
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115 Got you: Everything is wip, but (wip) here means work has not started yet. |
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116 |
202 | 117 Handling of assets |
118 ------------------ | |
119 | |
120 A short description how I want to handle assets. | |
121 | |
122 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip): | |
123 | |
124 - Images: BMP | |
125 - Audio: AU | |
223 | 126 - Mesh: glTF (\*.gld) |
202 | 127 |
128 In-memory layout of assets (everything needs to be converted to those while loading): | |
129 | |
130 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits) | |
131 - Audio: 2 Channel 16 bit signed little endian, 44100Hz | |
132 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute | |
133 | |
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134 Configuration |
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135 ------------- |
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136 |
223 | 137 Or: How to organize s\*\*t that is not code |
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138 |
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139 Not sure why, but this feels super important to get done right. The engine is |
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140 being designed with a library-mindset, not a framework mindset. And with that, |
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141 ensuring the configuration of the build, runtime and settings in general |
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142 becomes a bit less straight-forward. |
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143 |
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144 So here is the idea: There are three to four different kinds of configurations |
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145 that the engine should be able to handle: |
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146 |
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147 1. Build configuration: Engine version, project name, log level, etc. |
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148 2. Runtime engine/project settings: Video/audio settings, telemetry, log-output, etc. |
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149 3. Mods: Different sets of assets and configuration to allow easy testing of different scenarios |
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150 4. Save data: Saving world state of the game |
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151 |
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152 Okay, let's look at each of those and how I plan to implement them: |
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153 |
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154 **1. Build configuration** |
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155 |
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156 |
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157 **2. Runtime settings** |
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158 |
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159 This is mostly implemented already. I am using the Nim module std/parsecfg. |
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160 There is also the option to watch the filesystem and update values at runtime, |
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161 mostly usefull for development. |
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162 |
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163 The engine scans all files in the settings-root directory and builds a |
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164 settings tree that can be access via a setting-hierarchy like this: |
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165 |
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166 setting("a.b.c.d.e") |
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167 |
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168 ```a.b``` refers to the settings directory ```./a/b/``` (from the settings-root) |
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169 ```c``` refers to the file ```c.ini``` inside ```./a/b/``` |
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170 ```d``` refers to the ini-section inside the file ```./a/b/c.ini``` |
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171 ```e``` refers to the key inside section ```d``` inside the file ```./a/b/c.ini``` |
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172 |
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173 ```a.b``` are optional, they just allow larger configuration trees. |
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174 ```d``` is optional, if it is not give, ```e``` refers to the top-level section |
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175 of the ini-file. |
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176 |
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177 **3. Mods** |
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178 |
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179 A mod is just a collection of resources for a game. Can maybe switched from |
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180 inside a game. Current mod can be defined via "2. Runtime settings" |
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181 |
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182 I want to support mods from: |
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183 |
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184 a) a directory on the filesystem |
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185 b) a zip-file on the filesystem |
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186 c) a zip-file that is embeded in the executable |
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187 |
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188 The reasoning is simple: a) is helpfull for development, testing of |
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189 new/replaced assets, b) is the default deployment with mod-support and c) is |
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190 deployment without mod-support, demo-versions and similar. |
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191 |
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192 Should not be that difficult but give us everything we ever need in terms of |
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193 resource packaging. |
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194 |
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195 **4. Save data** |
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196 |
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197 Not too much thought here yet. Maybe we can use Nim's std/marshal module. It |
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198 produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we |
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199 are indie-JSON here, not 10M of GTA Online JSON: |
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200 https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/ |