Mercurial > games > semicongine
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author | sam <sam@basx.dev> |
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date | Mon, 24 Feb 2025 10:09:41 +0700 |
parents | 0f3f2017b054 |
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Note: If you are reading this on Github, please not that this is only a mirror repository and the newest code is hosted on my mercurial repository at https://hg.basx.dev/games/semicongine/. # Semicongine Hi there This is a little game engine, mainly trying to wrap around vulkan and the operating system's windowing, input and audio system. I am using the last programming language you will ever need, [Nim](https://nim-lang.org/) The (incomplete, autogenerated) API documentation is hosted at <https://semicongine.diademgames.com/>. ## Features The engine currently features the following: - No dependencies outside of this repo (except zip/unzip on Linux). All dependencies are included (`libs` for library dependencies, `tools` for binaries/scripts, `semicongine/thirdparty` for code dependencies) - Low-level, Vulkan-base rendering system - All vertex/uniform/descriptors/shader-formats can and must be defined "freely". The only restriction that we currently have, is that vertex data is non-interleaved. - A ton of compiletime checks to ensure the defined mesh-data and shaders are compatible for rendering - Simple audio mixer, should suffice for most things - Simple input-system, no controller support at this time - Resource packaging of images, audio and 3D files as either folders, zip files or embedded in the executable - Simple font and text rendering - A few additional utils like a simple storage API, a few algorithms for collision detection, noise generation and texture packing, and a simple settings API with hot-reloading ## Wishlist - Macro-based internal DSL to convert Nim code into GLSL/slang at compile time - Better memory management - Simple buffer resizing - Mechanism to mark unused buffers - Use mapped GPU buffers without copying (implement seq with pointers to GPU memory) - Do not keep copy of content for un-mapped buffers around (only pass data on creating or update) ## Hello world example Attention, this project is not optimized for "hello world"-scenarios, so you have to write quite a few lines to get something to display: ```nim import ../semicongine import ../semicongine/rendering import ../semicongine/input # required initEngine("Hello triangle") # set up a simple render pass to render the displayed frame var renderpass = createDirectPresentationRenderPass( depthBuffer = false, samples = VK_SAMPLE_COUNT_1_BIT ) # the swapchain, needs to be attached to the main renderpass setupSwapchain(renderpass = renderpass) # render data is used for memory management on the GPU var renderdata = initRenderData() type # define a push constant, to have something moving PushConstant = object scale: float32 # This is how we define shaders: the interface needs to be "typed" # but the shader code itself can freely be written in glsl Shader = object position {.VertexAttribute.}: Vec3f color {.VertexAttribute.}: Vec3f pushConstant {.PushConstant.}: PushConstant fragmentColor {.Pass.}: Vec3f outColor {.ShaderOutput.}: Vec4f # code vertexCode: string = """void main() { fragmentColor = color; gl_Position = vec4(position * pushConstant.scale, 1);}""" fragmentCode: string = """void main() { outColor = vec4(fragmentColor, 1);}""" # And we also need to define our Mesh, which does describe the vertex layout TriangleMesh = object position: GPUArray[Vec3f, VertexBuffer] color: GPUArray[Vec3f, VertexBuffer] # instantiate the mesh and fill with data var mesh = TriangleMesh( position: asGPUArray([vec3(-0.5, -0.5), vec3(0, 0.5), vec3(0.5, -0.5)], VertexBuffer), color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), ) # this allocates GPU data, uploads the data to the GPU and flushes any thing that is host-cached # this is a shortcut version, more fine-grained control is possible assignBuffers(renderdata, mesh) renderdata.flushAllMemory() # Now we need to instantiate the shader as a pipeline object that is attached to a renderpass var pipeline = createPipeline(Shader(), renderPass = renderPass) # the main render-loop will exit if we get a kill-signal from the OS while updateInputs(): # starts the drawing for the next frame and provides us necesseary framebuffer and commandbuffer objects in this scope withNextFrame(framebuffer, commandbuffer): # start the main (and only) renderpass we have, needs to know the target framebuffer and a commandbuffer withRenderPass( renderPass, framebuffer, commandbuffer, frameWidth(), frameHeight(), vec4(0, 0, 0, 0), ): # now activate our shader-pipeline withPipeline(commandbuffer, pipeline): # and finally, draw the mesh and set a single parameter # more complicated setups with descriptors/uniforms are of course possible renderWithPushConstant( commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh, pushConstant = PushConstant(scale: 0.3), ) # cleanup checkVkResult vkDeviceWaitIdle(engine().vulkan.device) destroyPipeline(pipeline) destroyRenderData(renderdata) destroyRenderPass(renderpass) destroyVulkan() ``` ## Future development For now all features that I need are implemented. I will gradually add more stuff that I need, based on the games that I am developing. Here are a few things that I consider integrating at a later point, once I have gather some more experience what can/should be used across different projects: - [ ] More support for glTF format (JPEG textures, animations, morphing) - [ ] Some often used utils like camera-controllers, offscreen-rendering, shadow-map rendering, etc. - [ ] Some UI-stuff - [ ] Controller support