annotate README.md @ 315:4921ec86dcb4

did: preparations to refactor material system, still tons to do
author Sam <sam@basx.dev>
date Sun, 23 Jul 2023 19:59:47 +0700
parents f471426ef8e2
children 677f3b5a2943
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1 # Semicongine
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2
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3 Hi there
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4
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5 This is a little game engine, mainly trying to wrap around vulkan and the
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6 operating system's windowing, input and audio system. I am using the last
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7 programming language you will ever need, [Nim](https://nim-lang.org/)
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8
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9 ## Building
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11 Requires Nim to be installed and `glslangValidator` to be downloaded to the
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12 directory of the main compilation file (e.g. into `examples/` in order to
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13 compile the examples). It can be downloaded at
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14 https://github.com/KhronosGroup/glslang/releases/.
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16 Run `nim help` to see a list of available build commands.
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18 ## Roadmap
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20 Here a bit to see what has been planed and what is done already. Is being
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21 updated frequently (marking those checkboxes just feels to good to stop working).
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23 Rendering:
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24
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25 - [x] Vertex attributes, vertex data
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26 - [x] Shaders (allow for predefined and custom shaders)
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27 - [x] Uniforms
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28 - [x] Per-instance vertex attributes (required to be able to draw scene graph)
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29 - [x] Fixed framerate
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30 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call)
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31 - [x] Textures
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32 - [x] Materials (vertices with material indices)
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33 - [ ] Allow different shaders (ie pipelines) for different meshes
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35 Required for 3D rendering:
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36
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37 - [ ] Depth buffering
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38 - [ ] Mipmaps
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40 Asset handling:
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42 - [x] Resource loading - [x] Mod/resource-pack concept - [x] Load from directory - [x] Load from zip - [x] Load from exe-embeded
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43 - [x] Mesh/material files (glTF, but incomplete, not all features supported)
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44 - [x] Image files (BMP RGBA)
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45 - [x] Audio files (AU)
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46 - [x] API to transform/recalculate mesh data
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48 Other (required for alpha release):
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50 - [x] Config files ala \*.ini files (use std/parsecfg)
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51 - [x] Mouse/Keyboard input handling
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52 - [x] X11
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53 - [x] Win32
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54 - [x] Enable/disable hardware cursor
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55 - [x] Fullscreen mode + switch between modes - [x] Linux - [x] Window
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56 - [x] Audio playing - [x] Linux - [x] Windows Waveform API
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57 - [ ] Generic configuration concept (engine defaults, per-user, etc)
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58 - [ ] Input-mapping configuration
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59 - [ ] Telemetry
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60 - [x] Add simple event logging service
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61 - [ ] Add exception reporting
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63 Other important features:
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65 - [ ] Multisampling
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66 - [x] Text rendering
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67 - [x] Animation system
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68 - [ ] Sprite system
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69 - [ ] Particle system
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70 - [ ] Sound-animation
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71 - [x] Named entity components
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72 - [ ] Paletton-export-loader
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73 - [ ] Arrange buffer memory types based on per-mesh-attribute type instead of per-shader-attribute type
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75 Other less important features:
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77 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution)
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78 - [ ] Query and display rendering information from Vulkan?
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79 - [ ] Game controller input handling
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80 - [ ] Allow multipel Uniform blocks
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81 - [ ] Documentation
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82
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83 Quality improvments:
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84
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85 - [x] Better scenegraph API
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86 - [x] Better rendering pipeline API
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87
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88 Build-system:
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89
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90 - [x] move all of Makefile to config.nims
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92 # Documentation
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93
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94 Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit.
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96 ## Engine parts
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97
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98 Currently we have at least the following:
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99
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100 - Rendering: rendering.nim vulkan/\*
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101 - Scene graph: entity.nim
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102 - Audio: audio.nim audiotypes.nim
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103 - Input: events.nim
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104 - Settings: settings.nim
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105 - Meshes: mesh.nim
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106 - Math: math/\*
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107 - Telemetry: telemetry.nim (wip)
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108 - Resources (loading, mods): resources.nim
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109
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110 Got you: Everything is wip, but (wip) here means work has not started yet.
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111
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112 ## Handling of assets
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113
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114 A short description how I want to handle assets.
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115
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116 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip):
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117
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118 - Images: BMP
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119 - Audio: AU
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120 - Mesh: glTF (\*.gld)
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121
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122 In-memory layout of assets (everything needs to be converted to those while loading):
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123
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124 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits)
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125 - Audio: 2 Channel 16 bit signed little endian, 44100Hz
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126 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute
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127
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128 ## Configuration
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129
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130 Or: How to organize s\*\*t that is not code
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131
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132 Not sure why, but this feels super important to get done right. The engine is
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133 being designed with a library-mindset, not a framework mindset. And with that,
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134 ensuring the configuration of the build, runtime and settings in general
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135 becomes a bit less straight-forward.
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136
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137 So here is the idea: There are three to four different kinds of configurations
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138 that the engine should be able to handle:
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139
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140 1. Build configuration: Engine version, project name, log level, etc.
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141 2. Runtime engine/project settings: Video/audio settings, telemetry, log-output, etc.
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142 3. Mods: Different sets of assets and configuration to allow easy testing of different scenarios
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143 4. Save data: Saving world state of the game
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144
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145 Okay, let's look at each of those and how I plan to implement them:
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146
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147 **1. Build configuration**
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148
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149 **2. Runtime settings**
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150
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151 This is mostly implemented already. I am using the Nim module std/parsecfg.
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152 There is also the option to watch the filesystem and update values at runtime,
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153 mostly usefull for development.
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154
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155 The engine scans all files in the settings-root directory and builds a
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156 settings tree that can be access via a setting-hierarchy like this:
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157
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158 setting("a.b.c.d.e")
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159
289
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160 `a.b` refers to the settings directory `./a/b/` (from the settings-root)
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161 `c` refers to the file `c.ini` inside `./a/b/`
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162 `d` refers to the ini-section inside the file `./a/b/c.ini`
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163 `e` refers to the key inside section `d` inside the file `./a/b/c.ini`
194
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164
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165 `a.b` are optional, they just allow larger configuration trees.
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166 `d` is optional, if it is not give, `e` refers to the top-level section
194
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167 of the ini-file.
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168
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169 **3. Mods**
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170
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171 A mod is just a collection of resources for a game. Can maybe switched from
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172 inside a game. Current mod can be defined via "2. Runtime settings"
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173
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174 I want to support mods from:
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175
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176 a) a directory on the filesystem
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177 b) a zip-file on the filesystem
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178 c) a zip-file that is embeded in the executable
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179
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180 The reasoning is simple: a) is helpfull for development, testing of
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181 new/replaced assets, b) is the default deployment with mod-support and c) is
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182 deployment without mod-support, demo-versions and similar.
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183
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184 Should not be that difficult but give us everything we ever need in terms of
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185 resource packaging.
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186
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187 **4. Save data**
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188
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189 Not too much thought here yet. Maybe we can use Nim's std/marshal module. It
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190 produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we
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191 are indie-JSON here, not 10M of GTA Online JSON:
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192 https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/