diff --git a/README.md b/README.md index 28afdb3..09e5c47 100755 --- a/README.md +++ b/README.md @@ -1,184 +1,132 @@ # Project Symmetry -- ## About - A simple first person shooter that may or may not have anything to do with the concept of symmetry. - The game has a similar struct to older games like Quake where the objective is usually to survive and get to end of the level while killing monsters/demons. - The purpose of this project is to serve as an exercise in creating a game from the ground up using as few libraries as possible. The game uses the following - libraries: - - | Library | Usage | - | ---------------------------------------------| --------------------------------------- | - | [SDL2](https://www.libsdl.org/) | Windowing, Input, Platform abstraction | - | [Soloud](http://sol.gfxile.net/soloud/) | 3d positional audio | - | [ODE](http://ode.org/) | Physics | - | [Nuklear](https://github.com/vurtun/nuklear) | In-game and editor UI | - | [GLAD](https://github.com/dav1dde/glad-web) | OpenGL Extension Loading | - - -- ## Building - The game uses the [GENie](https://github.com/bkaradzic/GENie) build system. The game can be build by following steps: - - ### Windows - Execute the following command in the project's root directory by opening a visual studio developer command prompt: - ``` - > cd build - > ..\tools\genie.exe vs2017 - ``` - This will generate a visual studio 2017 solution in the *build/vs2017* folder which can be opened in visual studio and built and run as ususal. - - ### Linux(Ubuntu) - Execute the following in the project's root directory - ``` - > cd build - > ../tools/genie gmake - ``` - This will generate makefiles in the *build/gmake* directory. Then, - ``` - > cd gmake - > make all - ``` - - -- ## License - All the code in this repository is under GPLv3, see LICENSE for more information - -- ## File format specifications - - - ### Entity - - ``` - # Comment, Sample entity definition in file, paremeters left out are set to defaults - # Empty line at the end specifies end of entity definition - entity: "Something" - position: 0 0 0 - scale: 1 1 1 - rotation: 0 0 0 1 - model: "suzanne.pamesh" - material: "blinn_phong" - diffuse_color: 1 0 0 1 - diffuse_texture: "checkered.tga" - specular: 0.55 - ``` - - - Add to_string functions for major structs like transform, model etc to ease in conversion? - - ### Configuration Variables a.k.a cfg-vars - - ``` - # Comment - render_width: 1024 - render_height: 1024 - debug_draw_enabled: true - fog_color: 0.5 0.2 0.2 1 - # There can be comments or empty newlines in between unlike entity definitions - - ambient_light: 0.1 0.1 0.1 1 - msaa: true - msaa_levels: 8 - - ``` - - - ### Keybindings - - ``` - # All keys are parsed by comparing the output of SDL_GetKeyname - # Each line represents a keybinding - Move_Forward: W - - # Multiple keys to a single binding are specified with commas - Move_Backward: S,Down - - # Combinations are specified with a hyphen/dash - # When specifing combinations, modifiers(shift, alt, ctrl) always come before - # the hyphen and the actual key comes afterwards. At the moment modifier keys are - # forced to be on the left side i.e. Left Control, Left Shift and Left Alt. - Quit: Left Ctrl-Q - - # Single modifier keys are allowed but multiple modifier keys without corresponding - # non-modifier key are not allowed - Sprint: Left Shift - - ``` - - - ### Level/Scene - - - Binary format with header attached at the top - - Save child entities first - - Copy paste all entites in the file one by one. Since the entites all look - the same in memory and are made up of tagged unions, a simple memcpy approach - should suffice. The problem is entity heirarchies. There are multiple approaches to - solve this problem. - - Save a sorted list of entites to file i.e. before saving create a new list that does - not have the empty array slots in the entity list and then just copy and paste. This - is the simplest way to solve the problem as we don't have to worry about indexes of - parent/child entites in heirarchy. We can take the whole array and paste it to the - file but creating a copy of entity list for this purpose only would be slow and consume a lot of memory. - - Instead of creating a copy of the entity list for sorting and saving, sort the actual entity list - and update all references as necessary then save the array to file. - - Just write the name of the parent entity as parent. Make sure that all entity names are unique. - - Use separate EntityDefinition file that serves as a blueprint/prefab for the entity - to load/save. When the entity is saved in a scene file, the scene file only needs to - refer to the entity's EntityDefinition file/asset along with it's parent and children - - This approach requires seperating a scene into mutable/immutable parts. - Meaning, entities that can change their state during the duaration of the level are - mutable and those that remain the same as they were defined in their EntityDefinition - file are immutable. - - In each level there going to be mutable entites i.e player and player's position/orientation, objectives - cleared/remaining, doors opened and puzzles solved etc. Instead of handling all of these in the - scene file, we save all the mutable state in the savegame files. When restoring game's state from a save game we will need - to handle loading of a scene and then applying the mutable state to entites after loading. - - Entities can have (a fixed number of?) properties. Each property has a name and a corresponding - variant value like, health or ammo etc. But, how to save/load all of that? - - - ### Materials - - ### Mesh/Geometry - -- ### Notes on entity Systems - - - Fat entites with all related properties, i.e. position, mesh etc in them. Easy to serialize, memory friendly, simple to implement but would require significant changes to the current codebase, for example: - - ```C - struct Entity - { - int type; - char* name; - struct Transform {....}; - struct Camera {....}; - - // Separate properties unique to entity types by using unions - struct Renderable - { - struct Model {....}; - union - { - struct Player - { - int score; - int bullets; - }; - - struct Enemy - { - int target; - }; - } - } - }; - ``` - - - Change component implementation by using anonymous unions to simulate interfaces. e.g - - ```C - struct Component - { - int type; - union - { - struct Transform {....}; - struct Model {....}; - struct Camera {....}; - } - } - - ``` - - - Use handles for assets - - Use something similar to Variant to use as entity, not sure what or how - - Don't forget to think of the actual use-case and usage when coming up with a solution, don't build castles in the air! +## About + +A simple first person shooter that may or may not have anything to do with the concept of symmetry. +The game has a similar struct to older games like Quake where the objective is usually to survive and get to end of the level while killing monsters/demons. +The purpose of this project is to serve as an exercise in creating a game from the ground up using as few libraries as possible. The game uses the following +libraries: + +| Library | Usage | +| ---------------------------------------------| --------------------------------------- | +| [SDL2](https://www.libsdl.org/) | Windowing, Input, Platform abstraction | +| [Soloud](http://sol.gfxile.net/soloud/) | 3d positional audio | +| [ODE](http://ode.org/) | Physics | +| [Nuklear](https://github.com/vurtun/nuklear) | In-game and editor UI | +| [GLAD](https://github.com/dav1dde/glad-web) | OpenGL Extension Loading | + +## Building + +The game uses the [GENie](https://github.com/bkaradzic/GENie) build system. The game can be build by llowing steps: + +-**Windows**: Execute the following command in the project's root directory by opening a visual studio veloper command prompt: + + ```shell + cd build + ..\tools\genie.exe vs2017 + ``` + +This will generate a visual studio 2017 solution in the *build/vs2017* folder which can be opened in sual studio and built and run as ususal. + +-**Linux(Ubuntu)**: Execute the following in the project's root directory + + ```bash + cd build + ../tools/genie gmake + ``` + + This will generate makefiles in the *build/gmake* directory. Then, + + ```bash + cd gmake + make all + ``` + +## License + +All the code in this repository is under GPLv3, see LICENSE for more information + +## File format specifications + +- ### Entity + + ```bash + # Comment, Sample entity definition in file, paremeters left out are set to defaults + # Empty line at the end specifies end of entity definition + entity: "Something" + position: 0 0 0 + scale: 1 1 1 + rotation: 0 0 0 1 + model: "suzanne.pamesh" + material: "blinn_phong" + diffuse_color: 1 0 0 1 + diffuse_texture: "checkered.tga" + specular: 0.55 + ``` + +- ### Configuration Variables a.k.a cfg-vars + + ```bash + # Comment + render_width: 1024 + render_height: 1024 + debug_draw_enabled: true + fog_color: 0.5 0.2 0.2 1 + # There can be comments or empty newlines in between unlike entity definitions + ambient_light: 0.1 0.1 0.1 1 + msaa: true + msaa_levels: 8 + ``` + +- ### Keybindings + + ```bash + # All keys are parsed by comparing the output of SDL_GetKeyname + # Each line represents a keybinding + Move_Forward: W + # Multiple keys to a single binding are specified with commas + Move_Backward: S,Down + # Combinations are specified with a hyphen/dash + # When specifing combinations, modifiers(shift, alt, ctrl) always come before + # the hyphen and the actual key comes afterwards. At the moment modifier keys are + # forced to be on the left side i.e. Left Control, Left Shift and Left Alt. + Quit: Left Ctrl-Q + # Single modifier keys are allowed but multiple modifier keys without corresponding + # non-modifier key are not allowed + Sprint: Left Shift + ``` + +- ### Level/Scene + + - Binary format with header attached at the top + - Save child entities first + - Copy paste all entites in the file one by one. Since the entites all look + the same in memory and are made up of tagged unions, a simple memcpy approach + should suffice. The problem is entity heirarchies. There are multiple approaches to + solve this problem. + - Save a sorted list of entites to file i.e. before saving create a new list that does + not have the empty array slots in the entity list and then just copy and paste. This + is the simplest way to solve the problem as we don't have to worry about indexes of + parent/child entites in heirarchy. We can take the whole array and paste it to the + file but creating a copy of entity list for this purpose only would be slow and consume a lot of memory. + - Instead of creating a copy of the entity list for sorting and saving, sort the actual entity list + and update all references as necessary then save the array to file. + - Just write the name of the parent entity as parent. Make sure that all entity names are unique. + - Use separate EntityDefinition file that serves as a blueprint/prefab for the entity + to load/save. When the entity is saved in a scene file, the scene file only needs to + refer to the entity's EntityDefinition file/asset along with it's parent and children + - This approach requires seperating a scene into mutable/immutable parts. + Meaning, entities that can change their state during the duaration of the level are + mutable and those that remain the same as they were defined in their EntityDefinition + file are immutable. + - In each level there going to be mutable entites i.e player and player's position/orientation, objectives + cleared/remaining, doors opened and puzzles solved etc. Instead of handling all of these in the + scene file, we save all the mutable state in the savegame files. When restoring game's state from a save name we will need + to handle loading of a scene and then applying the mutable state to entites after loading. + - Entities can have (a fixed number of?) properties. Each property has a name and a corresponding + variant value like, health or ammo etc. But, how to save/load all of that? + +- ### Materials + *TODO* +- ### Mesh/Geometry + *TODO*