annotate README.md @ 532:5d457f7bb624

did: cleanup + auto-generate mvp-transformartion in shader code
author Sam <sam@basx.dev>
date Sun, 05 Feb 2023 11:39:11 +0700
parents 140222601389
children 17c12b79faaa
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1 Semicongine
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2 ===========
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4 Hi there
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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 This is using the last programming language you will ever need, [Nim](https://nim-lang.org/)
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9 Building
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10 --------
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11
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12 Run ```nim help``` to see a list of available build commands.
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14 It is required to download the glslangValidator binary into the ```examples/``` directory in order to be able to build.
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15 There is a nim command for this that works on linux.
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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
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27 glslangValidator cannot yet be downloaded automatically on windows, check config.nim for instructions.
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29 Roadmap
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30 -------
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32 Still tons to do, but it feels like the worst things (except audio maybe?) are over the hill.
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34 Rendering:
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35
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36 - [x] Vertex attributes, vertex data
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37 - [x] Shaders (allow for predefined and custom shaders)
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38 - [x] Uniforms
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39 - [x] Per-instance vertex attributes (required to be able to draw scene graph)
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40 - [ ] Textures
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41 - [ ] Depth buffering
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42 - [ ] Mipmaps
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43 - [ ] Multisampling
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44 - [~] Instanced drawing (currently can use instance attributes, but we only support a single instance per mesh)
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45 - [ ] Fullscreen mode + switch between modes
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46 - [ ] Fixed framerate
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47 - [ ] Allow multipel Uniform blocks
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49 Build-system:
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50 - [x] move all of Makefile to config.nims
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51
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52 Asset handling:
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53 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/)
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54 - [ ] Image files (BMP RGB + BMP Graysscale for transparency)
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55 - [ ] Audio files (WAV)
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56
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57 Quality improvments:
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58
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59 - [x] Better scenegraph API
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60 - [ ] Better rendering pipeline API
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61
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62 Other:
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63 - [x] Mouse/Keyboard input handling
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64 - [x] X11
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65 - [x] Win32
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66 - [ ] Config files ala \*.ini files (use std/parsecfg)
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67 - [ ] Input-mapping configuration
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68 - [ ] Audio (Alsa, Windows Waveform API?)
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69 - [ ] Game controller input handling
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70
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71 Advanced features:
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72 - [ ] Text rendering
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73 - [ ] Animation system
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74 - [ ] Sprite system
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75 - [ ] Particle system
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76 - [ ] Query and display rendering information from Vulkan