Mercurial > games > semicongine
annotate README.md @ 337:677f3b5a2943
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author | Sam <sam@basx.dev> |
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date | Tue, 05 Sep 2023 00:44:33 +0700 |
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289 | 1 # Semicongine |
41 | 2 |
8 | 3 Hi there |
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/) |
41 | 8 |
289 | 9 ## Building |
48 | 10 |
289 | 11 Requires Nim to be installed and `glslangValidator` to be downloaded to the |
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/. |
45 | 15 |
289 | 16 Run `nim help` to see a list of available build commands. |
48 | 17 |
289 | 18 ## Roadmap |
41 | 19 |
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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). |
41 | 22 |
23 Rendering: | |
24 | |
25 - [x] Vertex attributes, vertex data | |
26 - [x] Shaders (allow for predefined and custom shaders) | |
27 - [x] Uniforms | |
28 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | |
119 | 29 - [x] Fixed framerate |
130 | 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) |
337 | 33 - [x] Allow different shaders (ie pipelines) for different meshes |
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34 |
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35 Required for 3D rendering: |
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36 |
41 | 37 - [ ] Depth buffering |
289 | 38 - [ ] Mipmaps |
41 | 39 |
40 Asset handling: | |
289 | 41 |
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 |
41 | 47 |
119 | 48 Other (required for alpha release): |
289 | 49 |
119 | 50 - [x] Config files ala \*.ini files (use std/parsecfg) |
41 | 51 - [x] Mouse/Keyboard input handling |
52 - [x] X11 | |
53 - [x] Win32 | |
170 | 54 - [x] Enable/disable hardware cursor |
289 | 55 - [x] Fullscreen mode + switch between modes - [x] Linux - [x] Window |
56 - [x] Audio playing - [x] Linux - [x] Windows Waveform API | |
187 | 57 - [ ] Generic configuration concept (engine defaults, per-user, etc) |
41 | 58 - [ ] Input-mapping configuration |
101 | 59 - [ ] Telemetry |
289 | 60 - [x] Add simple event logging service |
61 - [ ] Add exception reporting | |
41 | 62 |
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63 Other important features: |
289 | 64 |
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65 - [ ] Multisampling |
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66 - [x] Text rendering |
289 | 67 - [x] Animation system |
41 | 68 - [ ] Sprite system |
69 - [ ] Particle system | |
296 | 70 - [ ] Sound-animation |
71 - [ ] Paletton-export-loader | |
337 | 72 - [ ] Arrange buffer memory types based on per-mesh-attribute type instead of per-shader-attribute type (possible?) |
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73 |
289 | 74 Other less important features: |
75 | |
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76 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution) |
182 | 77 - [ ] Query and display rendering information from Vulkan? |
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78 - [ ] Game controller input handling |
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79 - [ ] Allow multipel Uniform blocks |
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80 - [ ] Documentation |
119 | 81 |
82 Quality improvments: | |
83 | |
84 - [x] Better scenegraph API | |
85 - [x] Better rendering pipeline API | |
86 | |
87 Build-system: | |
289 | 88 |
119 | 89 - [x] move all of Makefile to config.nims |
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90 |
289 | 91 # Documentation |
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92 |
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93 Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit. |
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94 |
289 | 95 ## Engine parts |
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96 |
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97 Currently we have at least the following: |
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98 |
289 | 99 - Rendering: rendering.nim vulkan/\* |
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100 - Scene graph: entity.nim |
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101 - Audio: audio.nim audiotypes.nim |
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102 - Input: events.nim |
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103 - Settings: settings.nim |
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104 - Meshes: mesh.nim |
223 | 105 - Math: math/\* |
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106 - Telemetry: telemetry.nim (wip) |
223 | 107 - Resources (loading, mods): resources.nim |
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108 |
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109 Got you: Everything is wip, but (wip) here means work has not started yet. |
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110 |
289 | 111 ## Handling of assets |
202 | 112 |
113 A short description how I want to handle assets. | |
114 | |
115 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip): | |
116 | |
117 - Images: BMP | |
118 - Audio: AU | |
223 | 119 - Mesh: glTF (\*.gld) |
202 | 120 |
121 In-memory layout of assets (everything needs to be converted to those while loading): | |
122 | |
123 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits) | |
124 - Audio: 2 Channel 16 bit signed little endian, 44100Hz | |
125 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute | |
126 | |
289 | 127 ## Configuration |
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128 |
223 | 129 Or: How to organize s\*\*t that is not code |
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130 |
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131 Not sure why, but this feels super important to get done right. The engine is |
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132 being designed with a library-mindset, not a framework mindset. And with that, |
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133 ensuring the configuration of the build, runtime and settings in general |
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134 becomes a bit less straight-forward. |
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135 |
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136 So here is the idea: There are three to four different kinds of configurations |
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137 that the engine should be able to handle: |
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138 |
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139 1. Build configuration: Engine version, project name, log level, etc. |
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140 2. Runtime engine/project settings: Video/audio settings, telemetry, log-output, etc. |
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141 3. Mods: Different sets of assets and configuration to allow easy testing of different scenarios |
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142 4. Save data: Saving world state of the game |
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143 |
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144 Okay, let's look at each of those and how I plan to implement them: |
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145 |
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146 **1. Build configuration** |
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147 |
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148 **2. Runtime settings** |
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149 |
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150 This is mostly implemented already. I am using the Nim module std/parsecfg. |
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151 There is also the option to watch the filesystem and update values at runtime, |
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152 mostly usefull for development. |
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153 |
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154 The engine scans all files in the settings-root directory and builds a |
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155 settings tree that can be access via a setting-hierarchy like this: |
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156 |
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157 setting("a.b.c.d.e") |
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158 |
289 | 159 `a.b` refers to the settings directory `./a/b/` (from the settings-root) |
160 `c` refers to the file `c.ini` inside `./a/b/` | |
161 `d` refers to the ini-section inside the file `./a/b/c.ini` | |
162 `e` refers to the key inside section `d` inside the file `./a/b/c.ini` | |
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163 |
289 | 164 `a.b` are optional, they just allow larger configuration trees. |
165 `d` is optional, if it is not give, `e` refers to the top-level section | |
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166 of the ini-file. |
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167 |
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168 **3. Mods** |
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169 |
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170 A mod is just a collection of resources for a game. Can maybe switched from |
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171 inside a game. Current mod can be defined via "2. Runtime settings" |
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172 |
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173 I want to support mods from: |
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174 |
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175 a) a directory on the filesystem |
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176 b) a zip-file on the filesystem |
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177 c) a zip-file that is embeded in the executable |
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178 |
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179 The reasoning is simple: a) is helpfull for development, testing of |
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180 new/replaced assets, b) is the default deployment with mod-support and c) is |
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181 deployment without mod-support, demo-versions and similar. |
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182 |
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183 Should not be that difficult but give us everything we ever need in terms of |
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184 resource packaging. |
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185 |
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186 **4. Save data** |
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187 |
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188 Not too much thought here yet. Maybe we can use Nim's std/marshal module. It |
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189 produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we |
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190 are indie-JSON here, not 10M of GTA Online JSON: |
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191 https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/ |