Mercurial > games > semicongine
view README.md @ 48:8305f8619a27
add: some more instructions
author | Sam <sam@basx.dev> |
---|---|
date | Thu, 19 Jan 2023 00:47:12 +0700 |
parents | 2378ada1a14e |
children | 547f3a374271 |
line wrap: on
line source
Semicongine =========== Hi there This is a very simplistic little game engine, mainly trying to wrap around vulkan and the operating system's windowing, input and audio system. This is using the last programming language you will ever need, [Nim](https://nim-lang.org/) Building -------- Run ```nim help``` to see a list of available build commands. It is required to download the glslangValidator binary into the ```examples/``` directory in order to be able to build. There is a nim command for this that works on linux. Compilation on Windows ---------------------- Requires a Windows SDK to be installed (e.g. via Visual Studio Build Tools). Also, using Nim on Windows with mingw seems to be way faster than with vcc/lc. For compilation with vcc/ls, install additionaly (with Visual Studio Build Tools): - Windows Universal C Runtime (some important files) - Windows CRT SDK (some important header files) - Some version of MSVC (the compiler) glslangValidator cannot yet be downloaded automatically on windows, check config.nim for instructions. Roadmap ------- Still tons to do, but it feels like the worst things (except audio maybe?) are over the hill. Rendering: - [x] Vertex attributes, vertex data - [x] Shaders (allow for predefined and custom shaders) - [x] Uniforms - [x] Per-instance vertex attributes (required to be able to draw scene graph) - [ ] Textures - [ ] Depth buffering - [ ] Mipmaps - [ ] Multisampling - [~] Instanced drawing (using it currently but number of instances is hardcoded to 1 Build-system: - [x] move all of Makefile to config.nims Asset handling: - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) - [ ] Image files (BMP RGB + BMP Graysscale for transparency) - [ ] Audio files (WAV) Quality improvments: - [ ] Better scenegraph API - [ ] Better rendering pipeline API Other: - [x] Mouse/Keyboard input handling - [x] X11 - [x] Win32 - [ ] Config files ala \*.ini files (use std/parsecfg) - [ ] Input-mapping configuration - [ ] Audio (Alsa, Windows Waveform API?) - [ ] Game controller input handling Advanced features: - [ ] Text rendering - [ ] Animation system - [ ] Sprite system - [ ] Particle system