Mercurial > games > semicongine
annotate README.md @ 664:c33c8e156e3e
did: update examples to use new API for scene + scene globals
author | Sam <sam@basx.dev> |
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date | Mon, 08 May 2023 21:21:49 +0700 |
parents | af9ab61aa87e |
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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. |
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7 I am using the last programming language you will ever need, [Nim](https://nim-lang.org/) |
502 | 8 |
509 | 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/. |
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16 |
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17 Run ```nim help``` to see a list of available build commands. |
509 | 18 |
502 | 19 Roadmap |
20 ------- | |
21 | |
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22 Here a bit to see what has been planed and what is done already. Is being |
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23 updated frequently (marking those checkboxes just feels to good to stop working). |
502 | 24 |
25 Rendering: | |
26 | |
27 - [x] Vertex attributes, vertex data | |
28 - [x] Shaders (allow for predefined and custom shaders) | |
29 - [x] Uniforms | |
30 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | |
580 | 31 - [x] Fixed framerate |
591 | 32 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) |
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33 - [x] Textures |
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34 - [ ] Multisampling |
663 | 35 - [ ] Materials (vertices with material indices) |
659 | 36 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution |
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37 - [ ] Allow different shaders (ie pipelines) for different meshes |
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38 |
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39 Required for 3D rendering: |
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40 |
502 | 41 - [ ] Depth buffering |
42 - [ ] Mipmaps | |
43 | |
44 Asset handling: | |
631 | 45 - [ ] Resource concept: load from directory, zip or in-memory-zip, select "mod" as root |
502 | 46 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) |
47 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | |
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48 - [ ] Audio files (AU) |
502 | 49 |
580 | 50 Other (required for alpha release): |
51 - [x] Config files ala \*.ini files (use std/parsecfg) | |
502 | 52 - [x] Mouse/Keyboard input handling |
53 - [x] X11 | |
54 - [x] Win32 | |
631 | 55 - [x] Enable/disable hardware cursor |
648 | 56 - [x] Fullscreen mode + switch between modes |
57 - [x] Linux | |
58 - [x] Window | |
643 | 59 - [x] Audio playing |
648 | 60 - [x] Linux |
61 - [x] Windows Waveform API | |
62 - [ ] Generic configuration concept (engine defaults, per-user, etc) | |
502 | 63 - [ ] Input-mapping configuration |
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64 - [ ] Telemetry |
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65 - [x] Add simple event logging service |
648 | 66 - [ ] Add exception reporting |
67 - [ ] Documentation? | |
502 | 68 |
580 | 69 Advanced features (very low priority): |
502 | 70 - [ ] Text rendering |
71 - [ ] Animation system | |
72 - [ ] Sprite system | |
73 - [ ] Particle system | |
643 | 74 - [ ] Query and display rendering information from Vulkan? |
75 - [ ] Game controller input handling? | |
76 - [ ] Allow multipel Uniform blocks? | |
580 | 77 |
78 Quality improvments: | |
79 | |
80 - [x] Better scenegraph API | |
81 - [x] Better rendering pipeline API | |
82 | |
83 Build-system: | |
84 - [x] move all of Makefile to config.nims | |
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85 |
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86 |
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87 Documentation |
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88 ============= |
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89 |
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90 Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit. |
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91 |
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92 Engine parts |
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93 ------------ |
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94 |
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95 Currently we have at least the following: |
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96 |
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97 - Rendering: rendering.nim vulkan/* |
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98 - Scene graph: entity.nim |
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99 - Audio: audio.nim audiotypes.nim |
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100 - Input: events.nim |
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101 - Settings: settings.nim |
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102 - Meshes: mesh.nim |
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103 - Math: math/* |
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104 - Telemetry: telemetry.nim (wip) |
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105 - Resources/mods: resources.nim (wip) |
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106 |
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107 Got you: Everything is wip, but (wip) here means work has not started yet. |
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108 |
663 | 109 Handling of assets |
110 ------------------ | |
111 | |
112 A short description how I want to handle assets. | |
113 | |
114 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip): | |
115 | |
116 - Images: BMP | |
117 - Audio: AU | |
118 - Mesh: OBJ + MTL | |
119 | |
120 In-memory layout of assets (everything needs to be converted to those while loading): | |
121 | |
122 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits) | |
123 - Audio: 2 Channel 16 bit signed little endian, 44100Hz | |
124 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute | |
125 | |
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126 Configuration |
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127 ------------- |
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128 |
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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 |
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149 **2. Runtime settings** |
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150 |
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151 This is mostly implemented already. I am using the Nim module std/parsecfg. |
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152 There is also the option to watch the filesystem and update values at runtime, |
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153 mostly usefull for development. |
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154 |
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155 The engine scans all files in the settings-root directory and builds a |
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156 settings tree that can be access via a setting-hierarchy like this: |
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157 |
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158 setting("a.b.c.d.e") |
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159 |
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160 ```a.b``` refers to the settings directory ```./a/b/``` (from the settings-root) |
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161 ```c``` refers to the file ```c.ini``` inside ```./a/b/``` |
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162 ```d``` refers to the ini-section inside the file ```./a/b/c.ini``` |
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163 ```e``` refers to the key inside section ```d``` inside the file ```./a/b/c.ini``` |
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164 |
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165 ```a.b``` are optional, they just allow larger configuration trees. |
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166 ```d``` is optional, if it is not give, ```e``` refers to the top-level section |
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167 of the ini-file. |
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168 |
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169 **3. Mods** |
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170 |
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171 A mod is just a collection of resources for a game. Can maybe switched from |
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172 inside a game. Current mod can be defined via "2. Runtime settings" |
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173 |
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174 I want to support mods from: |
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175 |
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176 a) a directory on the filesystem |
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177 b) a zip-file on the filesystem |
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178 c) a zip-file that is embeded in the executable |
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179 |
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180 The reasoning is simple: a) is helpfull for development, testing of |
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181 new/replaced assets, b) is the default deployment with mod-support and c) is |
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182 deployment without mod-support, demo-versions and similar. |
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183 |
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184 Should not be that difficult but give us everything we ever need in terms of |
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185 resource packaging. |
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186 |
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187 **4. Save data** |
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188 |
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189 Not too much thought here yet. Maybe we can use Nim's std/marshal module. It |
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190 produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we |
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191 are indie-JSON here, not 10M of GTA Online JSON: |
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192 https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/ |