Mercurial > games > semicongine
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add: first complete working version of multiple materials and shaders per scene, yipie :)
author | Sam <sam@basx.dev> |
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date | Sat, 19 Aug 2023 23:30:25 +0700 |
parents | f471426ef8e2 |
children | 677f3b5a2943 |
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# 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/) ## Building Requires Nim to be installed and `glslangValidator` to be downloaded to the directory of the main compilation file (e.g. into `examples/` in order to compile the examples). It can be downloaded at https://github.com/KhronosGroup/glslang/releases/. Run `nim help` to see a list of available build commands. ## Roadmap Here a bit to see what has been planed and what is done already. Is being updated frequently (marking those checkboxes just feels to good to stop working). 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) - [x] Fixed framerate - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) - [x] Textures - [x] Materials (vertices with material indices) - [ ] Allow different shaders (ie pipelines) for different meshes Required for 3D rendering: - [ ] Depth buffering - [ ] Mipmaps Asset handling: - [x] Resource loading - [x] Mod/resource-pack concept - [x] Load from directory - [x] Load from zip - [x] Load from exe-embeded - [x] Mesh/material files (glTF, but incomplete, not all features supported) - [x] Image files (BMP RGBA) - [x] Audio files (AU) - [x] API to transform/recalculate mesh data Other (required for alpha release): - [x] Config files ala \*.ini files (use std/parsecfg) - [x] Mouse/Keyboard input handling - [x] X11 - [x] Win32 - [x] Enable/disable hardware cursor - [x] Fullscreen mode + switch between modes - [x] Linux - [x] Window - [x] Audio playing - [x] Linux - [x] Windows Waveform API - [ ] Generic configuration concept (engine defaults, per-user, etc) - [ ] Input-mapping configuration - [ ] Telemetry - [x] Add simple event logging service - [ ] Add exception reporting Other important features: - [ ] Multisampling - [x] Text rendering - [x] Animation system - [ ] Sprite system - [ ] Particle system - [ ] Sound-animation - [x] Named entity components - [ ] Paletton-export-loader - [ ] Arrange buffer memory types based on per-mesh-attribute type instead of per-shader-attribute type Other less important features: - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution) - [ ] Query and display rendering information from Vulkan? - [ ] Game controller input handling - [ ] Allow multipel Uniform blocks - [ ] Documentation Quality improvments: - [x] Better scenegraph API - [x] Better rendering pipeline API Build-system: - [x] move all of Makefile to config.nims # Documentation Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit. ## Engine parts Currently we have at least the following: - Rendering: rendering.nim vulkan/\* - Scene graph: entity.nim - Audio: audio.nim audiotypes.nim - Input: events.nim - Settings: settings.nim - Meshes: mesh.nim - Math: math/\* - Telemetry: telemetry.nim (wip) - Resources (loading, mods): resources.nim Got you: Everything is wip, but (wip) here means work has not started yet. ## Handling of assets A short description how I want to handle assets. Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip): - Images: BMP - Audio: AU - Mesh: glTF (\*.gld) In-memory layout of assets (everything needs to be converted to those while loading): - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits) - Audio: 2 Channel 16 bit signed little endian, 44100Hz - Meshes: non-interleaved, lists of values for each vertex, one list per attribute ## Configuration Or: How to organize s\*\*t that is not code Not sure why, but this feels super important to get done right. The engine is being designed with a library-mindset, not a framework mindset. And with that, ensuring the configuration of the build, runtime and settings in general becomes a bit less straight-forward. So here is the idea: There are three to four different kinds of configurations that the engine should be able to handle: 1. Build configuration: Engine version, project name, log level, etc. 2. Runtime engine/project settings: Video/audio settings, telemetry, log-output, etc. 3. Mods: Different sets of assets and configuration to allow easy testing of different scenarios 4. Save data: Saving world state of the game Okay, let's look at each of those and how I plan to implement them: **1. Build configuration** **2. Runtime settings** This is mostly implemented already. I am using the Nim module std/parsecfg. There is also the option to watch the filesystem and update values at runtime, mostly usefull for development. The engine scans all files in the settings-root directory and builds a settings tree that can be access via a setting-hierarchy like this: setting("a.b.c.d.e") `a.b` refers to the settings directory `./a/b/` (from the settings-root) `c` refers to the file `c.ini` inside `./a/b/` `d` refers to the ini-section inside the file `./a/b/c.ini` `e` refers to the key inside section `d` inside the file `./a/b/c.ini` `a.b` are optional, they just allow larger configuration trees. `d` is optional, if it is not give, `e` refers to the top-level section of the ini-file. **3. Mods** A mod is just a collection of resources for a game. Can maybe switched from inside a game. Current mod can be defined via "2. Runtime settings" I want to support mods from: a) a directory on the filesystem b) a zip-file on the filesystem c) a zip-file that is embeded in the executable The reasoning is simple: a) is helpfull for development, testing of new/replaced assets, b) is the default deployment with mod-support and c) is deployment without mod-support, demo-versions and similar. Should not be that difficult but give us everything we ever need in terms of resource packaging. **4. Save data** Not too much thought here yet. Maybe we can use Nim's std/marshal module. It produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we are indie-JSON here, not 10M of GTA Online JSON: https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/