Mercurial > games > semicongine
annotate README.md @ 513:5c8ce3d5a519
fix: wrong number of swapchain images
| author | Sam <sam@basx.dev> |
|---|---|
| date | Thu, 19 Jan 2023 17:39:32 +0700 |
| parents | 330dbc449e96 |
| children | 547f3a374271 |
| rev | line source |
|---|---|
| 502 | 1 Semicongine |
| 2 =========== | |
| 3 | |
| 469 | 4 Hi there |
| 5 | |
| 502 | 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. |
| 7 This is using the last programming language you will ever need, [Nim](https://nim-lang.org/) | |
| 8 | |
| 509 | 9 Building |
| 10 -------- | |
| 11 | |
| 12 Run ```nim help``` to see a list of available build commands. | |
| 13 | |
| 14 It is required to download the glslangValidator binary into the ```examples/``` directory in order to be able to build. | |
| 15 There is a nim command for this that works on linux. | |
| 16 | |
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17 Compilation on Windows |
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18 ---------------------- |
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19 |
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20 Requires a Windows SDK to be installed (e.g. via Visual Studio Build Tools). |
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21 Also, using Nim on Windows with mingw seems to be way faster than with vcc/lc. |
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22 For compilation with vcc/ls, install additionaly (with Visual Studio Build Tools): |
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23 - Windows Universal C Runtime (some important files) |
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24 - Windows CRT SDK (some important header files) |
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25 - Some version of MSVC (the compiler) |
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26 |
| 509 | 27 glslangValidator cannot yet be downloaded automatically on windows, check config.nim for instructions. |
| 28 | |
| 502 | 29 Roadmap |
| 30 ------- | |
| 31 | |
| 32 Still tons to do, but it feels like the worst things (except audio maybe?) are over the hill. | |
| 33 | |
| 34 Rendering: | |
| 35 | |
| 36 - [x] Vertex attributes, vertex data | |
| 37 - [x] Shaders (allow for predefined and custom shaders) | |
| 38 - [x] Uniforms | |
| 39 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | |
| 40 - [ ] Textures | |
| 41 - [ ] Depth buffering | |
| 42 - [ ] Mipmaps | |
| 43 - [ ] Multisampling | |
| 44 - [~] Instanced drawing (using it currently but number of instances is hardcoded to 1 | |
| 45 | |
| 46 Build-system: | |
| 47 - [x] move all of Makefile to config.nims | |
| 48 | |
| 49 Asset handling: | |
| 50 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) | |
| 51 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | |
| 52 - [ ] Audio files (WAV) | |
| 53 | |
| 54 Quality improvments: | |
| 55 | |
| 56 - [ ] Better scenegraph API | |
| 57 - [ ] Better rendering pipeline API | |
| 58 | |
| 59 Other: | |
| 60 - [x] Mouse/Keyboard input handling | |
| 61 - [x] X11 | |
| 62 - [x] Win32 | |
| 63 - [ ] Config files ala \*.ini files (use std/parsecfg) | |
| 64 - [ ] Input-mapping configuration | |
| 65 - [ ] Audio (Alsa, Windows Waveform API?) | |
| 66 - [ ] Game controller input handling | |
| 67 | |
| 68 Advanced features: | |
| 69 - [ ] Text rendering | |
| 70 - [ ] Animation system | |
| 71 - [ ] Sprite system | |
| 72 - [ ] Particle system |
