Mercurial > games > semicongine
annotate README.md @ 1038:e267983f5edf
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author | sam <sam@basx.dev> |
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date | Fri, 22 Mar 2024 11:42:27 +0700 |
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1031 | 1 Note: If you are reading this on Github, please not that this is only a mirror |
1032 | 2 repository and the default branch is ```hg```. |
1031 | 3 |
4 Also, some of the README is a bit out of date, as I am now focusing mostly on | |
5 writing my first game. However, developement ist onging and the documentation | |
6 will be overhauled once I start working on my next game. | |
7 | |
289 | 8 # Semicongine |
41 | 9 |
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10 Hi there |
8 | 11 |
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12 This is a little game engine, mainly trying to wrap around vulkan and the |
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13 operating system's windowing, input and audio system. I am using the last |
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14 programming language you will ever need, [Nim](https://nim-lang.org/) |
41 | 15 |
289 | 16 ## Roadmap |
41 | 17 |
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18 Here a bit to see what has been planed and what is done already. Is being |
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19 updated frequently (marking those checkboxes just feels to good to stop working). |
41 | 20 |
21 Rendering: | |
22 | |
23 - [x] Vertex attributes, vertex data | |
24 - [x] Shaders (allow for predefined and custom shaders) | |
25 - [x] Uniforms | |
26 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | |
119 | 27 - [x] Fixed framerate |
130 | 28 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) |
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29 - [x] Textures |
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30 - [x] Materials (vertices with material indices) |
337 | 31 - [x] Allow different shaders (ie pipelines) for different meshes |
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32 |
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33 Required for 3D rendering: |
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34 |
41 | 35 - [ ] Depth buffering |
289 | 36 - [ ] Mipmaps |
41 | 37 |
38 Asset handling: | |
289 | 39 |
40 - [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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41 - [x] Mesh/material files (glTF, but incomplete, not all features supported) |
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42 - [x] Image files (BMP RGBA) |
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43 - [x] Audio files (AU) |
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44 - [x] API to transform/recalculate mesh data |
41 | 45 |
119 | 46 Other (required for alpha release): |
289 | 47 |
119 | 48 - [x] Config files ala \*.ini files (use std/parsecfg) |
41 | 49 - [x] Mouse/Keyboard input handling |
50 - [x] X11 | |
51 - [x] Win32 | |
170 | 52 - [x] Enable/disable hardware cursor |
289 | 53 - [x] Fullscreen mode + switch between modes - [x] Linux - [x] Window |
54 - [x] Audio playing - [x] Linux - [x] Windows Waveform API | |
187 | 55 - [ ] Generic configuration concept (engine defaults, per-user, etc) |
41 | 56 - [ ] Input-mapping configuration |
101 | 57 - [ ] Telemetry |
289 | 58 - [x] Add simple event logging service |
59 - [ ] Add exception reporting | |
41 | 60 |
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61 Other important features: |
289 | 62 |
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63 - [ ] Multisampling |
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64 - [x] Text rendering |
289 | 65 - [x] Animation system |
41 | 66 - [ ] Sprite system |
67 - [ ] Particle system | |
296 | 68 - [ ] Sound-animation |
69 - [ ] Paletton-export-loader | |
337 | 70 - [ ] Arrange buffer memory types based on per-mesh-attribute type instead of per-shader-attribute type (possible?) |
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71 |
289 | 72 Other less important features: |
73 | |
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74 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution) |
182 | 75 - [ ] Query and display rendering information from Vulkan? |
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76 - [ ] Game controller input handling |
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77 - [ ] Allow multipel Uniform blocks |
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78 - [ ] Documentation |
119 | 79 |
80 Quality improvments: | |
81 | |
82 - [x] Better scenegraph API | |
83 - [x] Better rendering pipeline API | |
84 | |
85 Build-system: | |
289 | 86 |
119 | 87 - [x] move all of Makefile to config.nims |
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88 |
289 | 89 # Documentation |
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90 |
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91 Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit. |
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92 |
289 | 93 ## Engine parts |
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94 |
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95 Currently we have at least the following: |
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96 |
289 | 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 |
223 | 103 - Math: math/\* |
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104 - Telemetry: telemetry.nim (wip) |
223 | 105 - Resources (loading, mods): resources.nim |
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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 |
289 | 109 ## Handling of assets |
202 | 110 |
111 A short description how I want to handle assets. | |
112 | |
113 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip): | |
114 | |
115 - Images: BMP | |
116 - Audio: AU | |
223 | 117 - Mesh: glTF (\*.gld) |
202 | 118 |
119 In-memory layout of assets (everything needs to be converted to those while loading): | |
120 | |
121 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits) | |
122 - Audio: 2 Channel 16 bit signed little endian, 44100Hz | |
123 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute | |
124 | |
289 | 125 ## Configuration |
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126 |
223 | 127 Or: How to organize s\*\*t that is not code |
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128 |
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129 Not sure why, but this feels super important to get done right. The engine is |
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130 being designed with a library-mindset, not a framework mindset. And with that, |
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131 ensuring the configuration of the build, runtime and settings in general |
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132 becomes a bit less straight-forward. |
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133 |
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134 So here is the idea: There are three to four different kinds of configurations |
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135 that the engine should be able to handle: |
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136 |
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137 1. Build configuration: Engine version, project name, log level, etc. |
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138 2. Runtime engine/project settings: Video/audio settings, telemetry, log-output, etc. |
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139 3. Mods: Different sets of assets and configuration to allow easy testing of different scenarios |
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140 4. Save data: Saving world state of the game |
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141 |
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142 Okay, let's look at each of those and how I plan to implement them: |
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143 |
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144 **1. Build configuration** |
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145 |
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146 **2. Runtime settings** |
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147 |
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148 This is mostly implemented already. I am using the Nim module std/parsecfg. |
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149 There is also the option to watch the filesystem and update values at runtime, |
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150 mostly usefull for development. |
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151 |
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152 The engine scans all files in the settings-root directory and builds a |
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153 settings tree that can be access via a setting-hierarchy like this: |
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154 |
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155 setting("a.b.c.d.e") |
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156 |
289 | 157 `a.b` refers to the settings directory `./a/b/` (from the settings-root) |
158 `c` refers to the file `c.ini` inside `./a/b/` | |
159 `d` refers to the ini-section inside the file `./a/b/c.ini` | |
160 `e` refers to the key inside section `d` inside the file `./a/b/c.ini` | |
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161 |
289 | 162 `a.b` are optional, they just allow larger configuration trees. |
163 `d` is optional, if it is not give, `e` refers to the top-level section | |
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164 of the ini-file. |
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165 |
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166 **3. Mods** |
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167 |
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168 A mod is just a collection of resources for a game. Can maybe switched from |
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169 inside a game. Current mod can be defined via "2. Runtime settings" |
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170 |
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171 I want to support mods from: |
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172 |
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173 a) a directory on the filesystem |
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174 b) a zip-file on the filesystem |
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175 c) a zip-file that is embeded in the executable |
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176 |
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177 The reasoning is simple: a) is helpfull for development, testing of |
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178 new/replaced assets, b) is the default deployment with mod-support and c) is |
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179 deployment without mod-support, demo-versions and similar. |
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180 |
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181 Should not be that difficult but give us everything we ever need in terms of |
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182 resource packaging. |
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183 |
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184 **4. Save data** |
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185 |
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186 Not too much thought here yet. Maybe we can use Nim's std/marshal module. It |
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187 produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we |
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188 are indie-JSON here, not 10M of GTA Online JSON: |
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189 https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/ |