Mercurial > games > semicongine
annotate README.md @ 181:6faef9195f3a
fix: linux code use new API
author | Sam <sam@basx.dev> |
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date | Wed, 03 May 2023 00:41:32 +0700 |
parents | 4293eb730430 |
children | 315c809c8e60 |
rev | line source |
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41 | 1 Semicongine |
2 =========== | |
3 | |
8 | 4 Hi there |
5 | |
41 | 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 I am using the last programming language you will ever need, [Nim](https://nim-lang.org/) |
41 | 8 |
48 | 9 Building |
10 -------- | |
11 | |
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12 Requires Nim to be installed and ```glslangValidator``` to be downloaded to the |
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13 directory of the main compilation file (e.g. into ```examples/``` in order to |
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14 compile the examples). It can be downloaded at |
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15 https://github.com/KhronosGroup/glslang/releases/. |
45 | 16 |
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17 Run ```nim help``` to see a list of available build commands. |
48 | 18 |
41 | 19 Roadmap |
20 ------- | |
21 | |
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22 Still tons to do. Making render pipeline and scenegraph somewhat compatible |
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23 seems like it will require quite a bit more of work. Also, audio might require |
179 | 24 quite a bit of work, no experience there (note: audio was super easy to implement) |
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) |
41 | 34 - [ ] Textures |
35 - [ ] Depth buffering | |
36 - [ ] Mipmaps | |
37 - [ ] Multisampling | |
38 | |
39 Asset handling: | |
170 | 40 - [ ] Resource concept: load from directory, zip or in-memory-zip, select "mod" as root |
41 | 41 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) |
42 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | |
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43 - [ ] Audio files (AU) |
41 | 44 |
119 | 45 Other (required for alpha release): |
46 - [x] Config files ala \*.ini files (use std/parsecfg) | |
41 | 47 - [x] Mouse/Keyboard input handling |
48 - [x] X11 | |
49 - [x] Win32 | |
170 | 50 - [x] Enable/disable hardware cursor |
119 | 51 - [ ] Fullscreen mode + switch between modes |
170 | 52 - [x] Linux (works well enough, I hope) |
53 - [ ] Window | |
41 | 54 - [ ] Input-mapping configuration |
170 | 55 - [ ] Audio playing |
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56 - [x] Linux (Alsa) |
170 | 57 - [ ] Windows Waveform API? |
101 | 58 - [ ] Telemetry |
170 | 59 - [ ] Documentation? |
41 | 60 |
119 | 61 Advanced features (very low priority): |
101 | 62 - [ ] Allow multipel Uniform blocks? |
41 | 63 - [ ] Text rendering |
64 - [ ] Animation system | |
65 - [ ] Sprite system | |
66 - [ ] Particle system | |
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67 - [ ] Query and display rendering information from Vulkan |
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68 - [ ] Game controller input handling |
119 | 69 |
70 Quality improvments: | |
71 | |
72 - [x] Better scenegraph API | |
73 - [x] Better rendering pipeline API | |
74 | |
75 Build-system: | |
76 - [x] move all of Makefile to config.nims |