Mercurial > games > semicongine
annotate README.md @ 92:e872cf354110
add: more stuff for the vulkan API wrappers
| author | Sam <sam@basx.dev> | 
|---|---|
| date | Tue, 28 Feb 2023 00:08:28 +0700 | 
| parents | 17c12b79faaa | 
| children | 8011e4d6372d | 
| rev | line source | 
|---|---|
| 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. | 
| 7 This is using the last programming language you will ever need, [Nim](https://nim-lang.org/) | |
| 8 | |
| 48 | 9 Building | 
| 10 -------- | |
| 11 | |
| 12 Run ```nim help``` to see a list of available build commands. | |
| 13 | |
| 14 It is required to download the glslangValidator binary into the ```examples/``` directory in order to be able to build. | |
| 15 There is a nim command for this that works on linux. | |
| 16 | |
| 45 | 17 Compilation on Windows | 
| 18 ---------------------- | |
| 19 | |
| 20 Requires a Windows SDK to be installed (e.g. via Visual Studio Build Tools). | |
| 21 Also, using Nim on Windows with mingw seems to be way faster than with vcc/lc. | |
| 22 For compilation with vcc/ls, install additionaly (with Visual Studio Build Tools): | |
| 23 - Windows Universal C Runtime (some important files) | |
| 24 - Windows CRT SDK (some important header files) | |
| 25 - Some version of MSVC (the compiler) | |
| 26 | |
| 48 | 27 glslangValidator cannot yet be downloaded automatically on windows, check config.nim for instructions. | 
| 28 | |
| 41 | 29 Roadmap | 
| 30 ------- | |
| 31 | |
| 32 Still tons to do, but it feels like the worst things (except audio maybe?) are over the hill. | |
| 33 | |
| 34 Rendering: | |
| 35 | |
| 36 - [x] Vertex attributes, vertex data | |
| 37 - [x] Shaders (allow for predefined and custom shaders) | |
| 38 - [x] Uniforms | |
| 39 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | |
| 40 - [ ] Textures | |
| 41 - [ ] Depth buffering | |
| 42 - [ ] Mipmaps | |
| 43 - [ ] Multisampling | |
| 60 
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
 Sam <sam@basx.dev> parents: 
57diff
changeset | 44 - [~] Instanced drawing (currently can use instance attributes, but we only support a single instance per mesh) | 
| 57 | 45 - [ ] Fullscreen mode + switch between modes | 
| 73 | 46 - [x] Fixed framerate | 
| 60 
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
 Sam <sam@basx.dev> parents: 
57diff
changeset | 47 - [ ] Allow multipel Uniform blocks | 
| 41 | 48 | 
| 49 Build-system: | |
| 50 - [x] move all of Makefile to config.nims | |
| 51 | |
| 52 Asset handling: | |
| 53 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) | |
| 54 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | |
| 55 - [ ] Audio files (WAV) | |
| 56 | |
| 57 Quality improvments: | |
| 58 | |
| 70 
02bc1232905c
did: update readme (this single X was a ton of work)
 Sam <sam@basx.dev> parents: 
60diff
changeset | 59 - [x] Better scenegraph API | 
| 41 | 60 - [ ] Better rendering pipeline API | 
| 61 | |
| 62 Other: | |
| 63 - [x] Mouse/Keyboard input handling | |
| 64 - [x] X11 | |
| 65 - [x] Win32 | |
| 66 - [ ] Config files ala \*.ini files (use std/parsecfg) | |
| 67 - [ ] Input-mapping configuration | |
| 68 - [ ] Audio (Alsa, Windows Waveform API?) | |
| 69 - [ ] Game controller input handling | |
| 70 | |
| 71 Advanced features: | |
| 72 - [ ] Text rendering | |
| 73 - [ ] Animation system | |
| 74 - [ ] Sprite system | |
| 75 - [ ] Particle system | |
| 60 
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
 Sam <sam@basx.dev> parents: 
57diff
changeset | 76 - [ ] Query and display rendering information from Vulkan | 
