Mercurial > games > semicongine
comparison README.md @ 1266:9e4dc93d4fa9
did: completely rewrite readme
author | sam <sam@basx.dev> |
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date | Sun, 28 Jul 2024 22:50:22 +0700 |
parents | f8974736e446 |
children | 4cf9872f7bb6 |
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1 Note: If you are reading this on Github, please not that this is only a mirror | 1 Note: If you are reading this on Github, please not that this is only a mirror |
2 repository and the default branch is ```hg```. | 2 repository and the newest code is hosted on my mercurial repository at |
3 | 3 https://hg.basx.dev/games/semicongine/. |
4 Also, some of the README is a bit out of date, as I am now focusing mostly on | |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 | 4 |
8 # Semicongine | 5 # Semicongine |
9 | 6 |
10 Hi there | 7 Hi there |
11 | 8 |
12 This is a little game engine, mainly trying to wrap around vulkan and the | 9 This is a little game engine, mainly trying to wrap around vulkan and the |
13 operating system's windowing, input and audio system. I am using the last | 10 operating system's windowing, input and audio system. I am using the last |
14 programming language you will ever need, [Nim](https://nim-lang.org/) | 11 programming language you will ever need, [Nim](https://nim-lang.org/) |
15 | 12 |
13 ## Features | |
14 | |
15 The engine currently features the following: | |
16 | |
17 - No dependencies outside of this repo (except zip/unzip on Linux). All | |
18 dependencies are included. | |
19 - Low-level, Vulkan-base rendering system | |
20 - All vertex/uniform/descriptors/shader-formats, shaders can and must be | |
21 defined "freely". The only restriction that we currently have, is that vertex | |
22 data is non-interleaved. | |
23 - A ton of compiletime checks to ensure the defined mesh-data and shaders are | |
24 compatible for rendering | |
25 - Simple audio mixer, should suffice for most things | |
26 - Simple input-system, no controller support at this time | |
27 - Resource packaging of images, audio and 3D files. | |
28 - A few additional utils like a simple storage API, a few algorithms for | |
29 collision detection, noise generation and texture packing, and a simple | |
30 settings API with hot-reloading | |
31 | |
32 ## Hello world example | |
33 | |
34 Attention, this project is not optimized for "hello world"-scenarios, so you | |
35 have quite a few lines to get something to display: | |
36 | |
37 ``` | |
38 | |
39 import semicongine | |
40 | |
41 # required | |
42 InitVulkan() | |
43 | |
44 # set up a simple render pass to render the displayed frame | |
45 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = false, samples = VK_SAMPLE_COUNT_1_BIT) | |
46 | |
47 # the swapchain, needs to be attached to the main renderpass | |
48 SetupSwapchain(renderpass = renderpass) | |
49 | |
50 # render data is used for memory management on the GPU | |
51 var renderdata = InitRenderData() | |
52 | |
53 type | |
54 # define a push constant, to have something moving | |
55 PushConstant = object | |
56 scale: float32 | |
57 # This is how we define shaders: the interface needs to be "typed" | |
58 # but the shader code itself can freely be written in glsl | |
59 Shader = object | |
60 position {.VertexAttribute.}: Vec3f | |
61 color {.VertexAttribute.}: Vec3f | |
62 pushConstant {.PushConstantAttribute.}: PushConstant | |
63 fragmentColor {.Pass.}: Vec3f | |
64 outColor {.ShaderOutput.}: Vec4f | |
65 # code | |
66 vertexCode: string = """void main() { | |
67 fragmentColor = color; | |
68 gl_Position = vec4(position * pushConstant.scale, 1);}""" | |
69 fragmentCode: string = """void main() { | |
70 outColor = vec4(fragmentColor, 1);}""" | |
71 # And we also need to define our Mesh, which does describe the vertex layout | |
72 TriangleMesh = object | |
73 position: GPUArray[Vec3f, VertexBuffer] | |
74 color: GPUArray[Vec3f, VertexBuffer] | |
75 | |
76 # instantiate the mesh and fill with data | |
77 var mesh = TriangleMesh( | |
78 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
79 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), | |
80 ) | |
81 | |
82 # this allocates GPU data, uploads the data to the GPU and flushes any thing that is host-cached | |
83 # this is a shortcut version, more fine-grained control is possible | |
84 AssignBuffers(renderdata, mesh) | |
85 renderdata.FlushAllMemory() | |
86 | |
87 # Now we need to instantiate the shader as a pipeline object that is attached to a renderpass | |
88 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass) | |
89 | |
90 # the main render-loop will exit if we get a kill-signal from the OS | |
91 while UpdateInputs(): | |
92 | |
93 # starts the drawing for the next frame and provides us necesseary framebuffer and commandbuffer objects in this scope | |
94 WithNextFrame(framebuffer, commandbuffer): | |
95 | |
96 # start the main (and only) renderpass we have, needs to know the target framebuffer and a commandbuffer | |
97 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): | |
98 | |
99 # now activate our shader-pipeline | |
100 WithPipeline(commandbuffer, pipeline): | |
101 | |
102 # and finally, draw the mesh and set a single parameter | |
103 # more complicated setups with descriptors/uniforms are of course possible | |
104 RenderWithPushConstant(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh, pushConstant = PushConstant(scale: 0.3)) | |
105 | |
106 # cleanup | |
107 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
108 DestroyPipeline(pipeline) | |
109 DestroyRenderData(renderdata) | |
110 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) | |
111 DestroyVulkan() | |
112 | |
113 ``` | |
114 | |
16 ## Roadmap | 115 ## Roadmap |
17 | 116 |
18 Here a bit to see what has been planed and what is done already. Is being | 117 For now all features that I need are implemented. I will gradually add more |
19 updated frequently (marking those checkboxes just feels to good to stop working). | 118 stuff that I need, based on the games that I am developing. Here are a few |
119 things that I consider integrating at a later point, once I have gather some | |
120 more experience what can/should be used across different projects: | |
20 | 121 |
21 Rendering: | 122 [ ] More support for glTF format (JPEG textures, animations, morphing) |
22 | 123 [ ] Maybe some often used utils like camera-controllers, offscreen-rendering, shadow-map rendering, etc. |
23 - [x] Vertex attributes, vertex data | 124 [ ] Maybe some UI-stuff |
24 - [x] Shaders (allow for predefined and custom shaders) | 125 [ ] Controller support |
25 - [x] Uniforms | |
26 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | |
27 - [x] Fixed framerate | |
28 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) | |
29 - [x] Textures | |
30 - [x] Materials (vertices with material indices) | |
31 - [x] Allow different shaders (ie pipelines) for different meshes | |
32 | |
33 Required for 3D rendering: | |
34 | |
35 - [ ] Depth buffering | |
36 - [ ] Mipmaps | |
37 | |
38 Asset handling: | |
39 | |
40 - [x] Resource loading - [x] Mod/resource-pack concept - [x] Load from directory - [x] Load from zip - [x] Load from exe-embeded | |
41 - [x] Mesh/material files (glTF, but incomplete, not all features supported) | |
42 - [x] Image files (BMP RGBA) | |
43 - [x] Audio files (AU) | |
44 - [x] API to transform/recalculate mesh data | |
45 | |
46 Other (required for alpha release): | |
47 | |
48 - [x] Config files ala \*.ini files (use std/parsecfg) | |
49 - [x] Mouse/Keyboard input handling | |
50 - [x] X11 | |
51 - [x] Win32 | |
52 - [x] Enable/disable hardware cursor | |
53 - [x] Fullscreen mode + switch between modes - [x] Linux - [x] Window | |
54 - [x] Audio playing - [x] Linux - [x] Windows Waveform API | |
55 - [ ] Generic configuration concept (engine defaults, per-user, etc) | |
56 - [ ] Input-mapping configuration | |
57 - [ ] Telemetry | |
58 - [x] Add simple event logging service | |
59 - [ ] Add exception reporting | |
60 | |
61 Other important features: | |
62 | |
63 - [ ] Multisampling | |
64 - [x] Text rendering | |
65 - [x] Animation system | |
66 - [ ] Sprite system | |
67 - [ ] Particle system | |
68 - [ ] Sound-animation | |
69 - [ ] Paletton-export-loader | |
70 - [ ] Arrange buffer memory types based on per-mesh-attribute type instead of per-shader-attribute type (possible?) | |
71 | |
72 Other less important features: | |
73 | |
74 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution) | |
75 - [ ] Query and display rendering information from Vulkan? | |
76 - [ ] Game controller input handling | |
77 - [ ] Allow multipel Uniform blocks | |
78 - [ ] Documentation | |
79 | |
80 Quality improvments: | |
81 | |
82 - [x] Better scenegraph API | |
83 - [x] Better rendering pipeline API | |
84 | |
85 Build-system: | |
86 | |
87 - [x] move all of Makefile to config.nims | |
88 | |
89 # Documentation | |
90 | |
91 Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit. | |
92 | |
93 ## Engine parts | |
94 | |
95 Currently we have at least the following: | |
96 | |
97 - Rendering: rendering.nim vulkan/\* | |
98 - Scene graph: entity.nim | |
99 - Audio: audio.nim audiotypes.nim | |
100 - Input: events.nim | |
101 - Settings: settings.nim | |
102 - Meshes: mesh.nim | |
103 - Math: math/\* | |
104 - Telemetry: telemetry.nim (wip) | |
105 - Resources (loading, mods): resources.nim | |
106 | |
107 Got you: Everything is wip, but (wip) here means work has not started yet. | |
108 | |
109 ## Handling of assets | |
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 | |
117 - Mesh: glTF (\*.gld) | |
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 | |
125 ## Configuration | |
126 | |
127 Or: How to organize s\*\*t that is not code | |
128 | |
129 Not sure why, but this feels super important to get done right. The engine is | |
130 being designed with a library-mindset, not a framework mindset. And with that, | |
131 ensuring the configuration of the build, runtime and settings in general | |
132 becomes a bit less straight-forward. | |
133 | |
134 So here is the idea: There are three to four different kinds of configurations | |
135 that the engine should be able to handle: | |
136 | |
137 1. Build configuration: Engine version, project name, log level, etc. | |
138 2. Runtime engine/project settings: Video/audio settings, telemetry, log-output, etc. | |
139 3. Mods: Different sets of assets and configuration to allow easy testing of different scenarios | |
140 4. Save data: Saving world state of the game | |
141 | |
142 Okay, let's look at each of those and how I plan to implement them: | |
143 | |
144 **1. Build configuration** | |
145 | |
146 **2. Runtime settings** | |
147 | |
148 This is mostly implemented already. I am using the Nim module std/parsecfg. | |
149 There is also the option to watch the filesystem and update values at runtime, | |
150 mostly usefull for development. | |
151 | |
152 The engine scans all files in the settings-root directory and builds a | |
153 settings tree that can be access via a setting-hierarchy like this: | |
154 | |
155 setting("a.b.c.d.e") | |
156 | |
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` | |
161 | |
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 | |
164 of the ini-file. | |
165 | |
166 **3. Mods** | |
167 | |
168 A mod is just a collection of resources for a game. Can maybe switched from | |
169 inside a game. Current mod can be defined via "2. Runtime settings" | |
170 | |
171 I want to support mods from: | |
172 | |
173 a) a directory on the filesystem | |
174 b) a zip-file on the filesystem | |
175 c) a zip-file that is embeded in the executable | |
176 | |
177 The reasoning is simple: a) is helpfull for development, testing of | |
178 new/replaced assets, b) is the default deployment with mod-support and c) is | |
179 deployment without mod-support, demo-versions and similar. | |
180 | |
181 Should not be that difficult but give us everything we ever need in terms of | |
182 resource packaging. | |
183 | |
184 **4. Save data** | |
185 | |
186 Not too much thought here yet. Maybe we can use Nim's std/marshal module. It | |
187 produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we | |
188 are indie-JSON here, not 10M of GTA Online JSON: | |
189 https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/ |