Mercurial > games > semicongine
annotate README.md @ 183:bfbadd0758c6
did: fix whole bunch of bugs (threading + amd vulkan driver)
author | Sam <sam@basx.dev> |
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date | Wed, 03 May 2023 18:14:59 +0700 |
parents | 315c809c8e60 |
children | b14e078690dc |
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 |
8011e4d6372d
add: consistent way to define platform-specific code
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parents:
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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 | |
182 | 38 - [ ] Allow different shaders (ie pipelines) for different meshes |
41 | 39 |
40 Asset handling: | |
170 | 41 - [ ] Resource concept: load from directory, zip or in-memory-zip, select "mod" as root |
41 | 42 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) |
43 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | |
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44 - [ ] Audio files (AU) |
41 | 45 |
119 | 46 Other (required for alpha release): |
47 - [x] Config files ala \*.ini files (use std/parsecfg) | |
41 | 48 - [x] Mouse/Keyboard input handling |
49 - [x] X11 | |
50 - [x] Win32 | |
170 | 51 - [x] Enable/disable hardware cursor |
119 | 52 - [ ] Fullscreen mode + switch between modes |
170 | 53 - [x] Linux (works well enough, I hope) |
54 - [ ] Window | |
182 | 55 - [x] Audio playing |
56 - [x] Linux (Alsa) | |
57 - [x] Windows Waveform API (maybe change to direcsound) | |
41 | 58 - [ ] Input-mapping configuration |
101 | 59 - [ ] Telemetry |
170 | 60 - [ ] Documentation? |
41 | 61 |
119 | 62 Advanced features (very low priority): |
41 | 63 - [ ] Text rendering |
64 - [ ] Animation system | |
65 - [ ] Sprite system | |
66 - [ ] Particle system | |
182 | 67 - [ ] Query and display rendering information from Vulkan? |
68 - [ ] Game controller input handling? | |
69 - [ ] Allow multipel Uniform blocks? | |
119 | 70 |
71 Quality improvments: | |
72 | |
73 - [x] Better scenegraph API | |
74 - [x] Better rendering pipeline API | |
75 | |
76 Build-system: | |
77 - [x] move all of Makefile to config.nims |