Mercurial > games > semicongine
comparison README.md @ 95:8011e4d6372d
add: consistent way to define platform-specific code
author | Sam <sam@basx.dev> |
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date | Wed, 01 Mar 2023 00:01:06 +0700 |
parents | 17c12b79faaa |
children | f0ceb8c17d2c |
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94:f036546f5ea2 | 95:8011e4d6372d |
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2 =========== | 2 =========== |
3 | 3 |
4 Hi there | 4 Hi there |
5 | 5 |
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. | 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/) | 7 I am using the last programming language you will ever need, [Nim](https://nim-lang.org/) |
8 | 8 |
9 Building | 9 Building |
10 -------- | 10 -------- |
11 | 11 |
12 Requires Nim to be installed and ```glslangValidator``` to be downloaded to the | |
13 directory of the main compilation file (e.g. into ```examples/``` in order to | |
14 compile the examples). It can be downloaded at | |
15 https://github.com/KhronosGroup/glslang/releases/. | |
16 | |
12 Run ```nim help``` to see a list of available build commands. | 17 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 | |
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 | |
27 glslangValidator cannot yet be downloaded automatically on windows, check config.nim for instructions. | |
28 | 18 |
29 Roadmap | 19 Roadmap |
30 ------- | 20 ------- |
31 | 21 |
32 Still tons to do, but it feels like the worst things (except audio maybe?) are over the hill. | 22 Still tons to do. Making render pipeline and scenegraph somewhat compatible |
23 seems like it will require quite a bit more of work. Also, audio might require | |
24 quite a bit of work, no experience there. | |
33 | 25 |
34 Rendering: | 26 Rendering: |
35 | 27 |
36 - [x] Vertex attributes, vertex data | 28 - [x] Vertex attributes, vertex data |
37 - [x] Shaders (allow for predefined and custom shaders) | 29 - [x] Shaders (allow for predefined and custom shaders) |
39 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | 31 - [x] Per-instance vertex attributes (required to be able to draw scene graph) |
40 - [ ] Textures | 32 - [ ] Textures |
41 - [ ] Depth buffering | 33 - [ ] Depth buffering |
42 - [ ] Mipmaps | 34 - [ ] Mipmaps |
43 - [ ] Multisampling | 35 - [ ] Multisampling |
44 - [~] Instanced drawing (currently can use instance attributes, but we only support a single instance per mesh) | 36 - [~] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) |
45 - [ ] Fullscreen mode + switch between modes | 37 - [ ] Fullscreen mode + switch between modes |
46 - [x] Fixed framerate | 38 - [x] Fixed framerate |
47 - [ ] Allow multipel Uniform blocks | 39 - [ ] Allow multipel Uniform blocks |
48 | 40 |
49 Build-system: | 41 Build-system: |
50 - [x] move all of Makefile to config.nims | 42 - [x] move all of Makefile to config.nims |
51 | 43 |
52 Asset handling: | 44 Asset handling: |
53 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) | 45 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) |
54 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | 46 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) |
55 - [ ] Audio files (WAV) | 47 - [ ] Audio files (AU) |
56 | 48 |
57 Quality improvments: | 49 Quality improvments: |
58 | 50 |
59 - [x] Better scenegraph API | 51 - [x] Better scenegraph API |
60 - [ ] Better rendering pipeline API | 52 - [ ] Better rendering pipeline API |
63 - [x] Mouse/Keyboard input handling | 55 - [x] Mouse/Keyboard input handling |
64 - [x] X11 | 56 - [x] X11 |
65 - [x] Win32 | 57 - [x] Win32 |
66 - [ ] Config files ala \*.ini files (use std/parsecfg) | 58 - [ ] Config files ala \*.ini files (use std/parsecfg) |
67 - [ ] Input-mapping configuration | 59 - [ ] Input-mapping configuration |
68 - [ ] Audio (Alsa, Windows Waveform API?) | 60 - [ ] Audio playing (Alsa, Windows Waveform API?) |
69 - [ ] Game controller input handling | |
70 | 61 |
71 Advanced features: | 62 Advanced features: |
72 - [ ] Text rendering | 63 - [ ] Text rendering |
73 - [ ] Animation system | 64 - [ ] Animation system |
74 - [ ] Sprite system | 65 - [ ] Sprite system |
75 - [ ] Particle system | 66 - [ ] Particle system |
76 - [ ] Query and display rendering information from Vulkan | 67 - [ ] Query and display rendering information from Vulkan |
68 - [ ] Game controller input handling |