Mercurial > games > semicongine
comparison README.md @ 655:53e08e6c5ae6
did: a bit of cleanup with the config, also add some documentation
author | Sam <sam@basx.dev> |
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date | Sun, 07 May 2023 00:23:46 +0700 |
parents | 4374c13b9b95 |
children | e4ba91da416b |
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654:7973a17f76e6 | 655:53e08e6c5ae6 |
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17 Run ```nim help``` to see a list of available build commands. | 17 Run ```nim help``` to see a list of available build commands. |
18 | 18 |
19 Roadmap | 19 Roadmap |
20 ------- | 20 ------- |
21 | 21 |
22 Still tons to do. Making render pipeline and scenegraph somewhat compatible | 22 Here a bit to see what has been planed and what is done already. Is being |
23 seems like it will require quite a bit more of work. Also, audio might require | 23 updated frequently (marking those checkboxes just feels to good to stop working). |
24 quite a bit of work, no experience there (note: audio was super easy to implement) | |
25 | 24 |
26 Rendering: | 25 Rendering: |
27 | 26 |
28 - [x] Vertex attributes, vertex data | 27 - [x] Vertex attributes, vertex data |
29 - [x] Shaders (allow for predefined and custom shaders) | 28 - [x] Shaders (allow for predefined and custom shaders) |
30 - [x] Uniforms | 29 - [x] Uniforms |
31 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | 30 - [x] Per-instance vertex attributes (required to be able to draw scene graph) |
32 - [x] Fixed framerate | 31 - [x] Fixed framerate |
33 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) | 32 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) |
34 - [ ] Textures | 33 - [x] Textures |
34 - [ ] Multisampling | |
35 - [ ] Allow different shaders (ie pipelines) for different meshes | |
36 | |
37 Required for 3D rendering: | |
38 | |
35 - [ ] Depth buffering | 39 - [ ] Depth buffering |
36 - [ ] Mipmaps | 40 - [ ] Mipmaps |
37 - [ ] Multisampling | |
38 - [ ] Allow different shaders (ie pipelines) for different meshes | |
39 | 41 |
40 Asset handling: | 42 Asset handling: |
41 - [ ] Resource concept: load from directory, zip or in-memory-zip, select "mod" as root | 43 - [ ] Resource concept: load from directory, zip or in-memory-zip, select "mod" as root |
42 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) | 44 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) |
43 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | 45 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) |
56 - [x] Linux | 58 - [x] Linux |
57 - [x] Windows Waveform API | 59 - [x] Windows Waveform API |
58 - [ ] Generic configuration concept (engine defaults, per-user, etc) | 60 - [ ] Generic configuration concept (engine defaults, per-user, etc) |
59 - [ ] Input-mapping configuration | 61 - [ ] Input-mapping configuration |
60 - [ ] Telemetry | 62 - [ ] Telemetry |
61 - [ ] Add simple event logging service | 63 - [x] Add simple event logging service |
62 - [ ] Add exception reporting | 64 - [ ] Add exception reporting |
63 - [ ] Documentation? | 65 - [ ] Documentation? |
64 | 66 |
65 Advanced features (very low priority): | 67 Advanced features (very low priority): |
66 - [ ] Text rendering | 68 - [ ] Text rendering |
76 - [x] Better scenegraph API | 78 - [x] Better scenegraph API |
77 - [x] Better rendering pipeline API | 79 - [x] Better rendering pipeline API |
78 | 80 |
79 Build-system: | 81 Build-system: |
80 - [x] move all of Makefile to config.nims | 82 - [x] move all of Makefile to config.nims |
83 | |
84 | |
85 Documentation | |
86 ============= | |
87 | |
88 Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit. | |
89 | |
90 Engine parts | |
91 ------------ | |
92 | |
93 Currently we have at least the following: | |
94 | |
95 - Rendering: rendering.nim vulkan/* | |
96 - Scene graph: entity.nim | |
97 - Audio: audio.nim audiotypes.nim | |
98 - Input: events.nim | |
99 - Settings: settings.nim | |
100 - Meshes: mesh.nim | |
101 - Math: math/* | |
102 - Telemetry: telemetry.nim (wip) | |
103 - Resources/mods: resources.nim (wip) | |
104 | |
105 Got you: Everything is wip, but (wip) here means work has not started yet. | |
106 | |
107 Configuration | |
108 ------------- | |
109 | |
110 Or: How to organize s**t that is not code | |
111 | |
112 Not sure why, but this feels super important to get done right. The engine is | |
113 being designed with a library-mindset, not a framework mindset. And with that, | |
114 ensuring the configuration of the build, runtime and settings in general | |
115 becomes a bit less straight-forward. | |
116 | |
117 So here is the idea: There are three to four different kinds of configurations | |
118 that the engine should be able to handle: | |
119 | |
120 1. Build configuration: Engine version, project name, log level, etc. | |
121 2. Runtime engine/project settings: Video/audio settings, telemetry, log-output, etc. | |
122 3. Mods: Different sets of assets and configuration to allow easy testing of different scenarios | |
123 4. Save data: Saving world state of the game | |
124 | |
125 Okay, let's look at each of those and how I plan to implement them: | |
126 | |
127 **1. Build configuration** | |
128 | |
129 | |
130 **2. Runtime settings** | |
131 | |
132 This is mostly implemented already. I am using the Nim module std/parsecfg. | |
133 There is also the option to watch the filesystem and update values at runtime, | |
134 mostly usefull for development. | |
135 | |
136 The engine scans all files in the settings-root directory and builds a | |
137 settings tree that can be access via a setting-hierarchy like this: | |
138 | |
139 setting("a.b.c.d.e") | |
140 | |
141 ```a.b``` refers to the settings directory ```./a/b/``` (from the settings-root) | |
142 ```c``` refers to the file ```c.ini``` inside ```./a/b/``` | |
143 ```d``` refers to the ini-section inside the file ```./a/b/c.ini``` | |
144 ```e``` refers to the key inside section ```d``` inside the file ```./a/b/c.ini``` | |
145 | |
146 ```a.b``` are optional, they just allow larger configuration trees. | |
147 ```d``` is optional, if it is not give, ```e``` refers to the top-level section | |
148 of the ini-file. | |
149 | |
150 **3. Mods** | |
151 | |
152 A mod is just a collection of resources for a game. Can maybe switched from | |
153 inside a game. Current mod can be defined via "2. Runtime settings" | |
154 | |
155 I want to support mods from: | |
156 | |
157 a) a directory on the filesystem | |
158 b) a zip-file on the filesystem | |
159 c) a zip-file that is embeded in the executable | |
160 | |
161 The reasoning is simple: a) is helpfull for development, testing of | |
162 new/replaced assets, b) is the default deployment with mod-support and c) is | |
163 deployment without mod-support, demo-versions and similar. | |
164 | |
165 Should not be that difficult but give us everything we ever need in terms of | |
166 resource packaging. | |
167 | |
168 **4. Save data** | |
169 | |
170 Not too much thought here yet. Maybe we can use Nim's std/marshal module. It | |
171 produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we | |
172 are indie-JSON here, not 10M of GTA Online JSON: | |
173 https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/ |