Daw === Daw is yet another hobby WIP game engine. It is written in C99 and can be compiled and linked to easily in any CMake project. Currently it supports a very limited set of features: * Layer based input handling, * Window creation & 3D rendering, * Hot reloading * Resource handling * Memory handling * ~~UI~~ * Logging As well as a limited set of 2D grid-based game utilities: * Pathfinding * FOV calculations using shadowcasting The engine is build around states. This means the developer needs to provide initialize, update, and cleanup functions for each game state (states such as "title screen", "game running", and such). The whole project is made to be easily managed using CMake (yes, I too wonder why sometimes). Currently the only "supported" platform is linux. I do plan on adding windows support in the future. I plan on documenting how to use the engine as soon as I stop modifying the API, and plan out a more solid organizational strategy for the project as a whole. See [this CMakeLists.txt][0] to get an idea of how to use this project. ## Building _At the moment building with statically linking is borked._ ### Dependencies These are the dependencies that you likely need to install yourself. * assimp * glad * glfw * stb Other dependencies are pulled automatically. ### Compiling Generate the build files by running ``` cmake -S . -B build ``` And build the project with ``` cmake --build build ``` This should, in theory, build the engine as a shared library and run without any warnings nor errors. The way the engine is designed, it is very useless as a shared library, and does nothing if it is not configured as a subproject of the "game" itself. See [tools/cmake/DawAddState.cmake](tools/cmake/DawAddState.cmake) for more information. ## Planned features This is an incomplete list of features that are either under development or planned to implement. * Audio * GLFW & OpenGL * Better cross platform support (ie. windows) ## TODO This section exists to provide an overview of the tasks that needs to be done * [ ] Enable the user to automatically generate IBO, by exposing some API call. * [ ] Should make a "`renderbatch_update_renderobject`" API function, that uploads all the changed vertex data, possibly by using a `.dirty` flag. * [ ] Merge textures from RenderObjects into texture atlas * [ ] automatically generate Index buffers + [ ] Missing IBO generation, should be easy, ``` vertices[n][3]f32 |> sort ( \original_idx pos_vec3 -> ({x,y,z}, original_idx) /* or possibly by morton codes/z-ordering */ ) vertices |> sort-by-original_idx ``` + [ ] Should also be possible with `assimp` * [ ] Model loading of some sort + [ ] Should also be possible with `assimp` * Revise rendering pipeline. + [ ] We should not rely on a single global `drawcalls` variable, instead we should render to textures and present those instead. - [ ] These should be resized with the window + [ ] Should be passed as parameter. _we want to completely get rid of `GLOBAL_PLATFORM`_ * [ ] Get rid of CMake? [0]: https://github.com/0undefined/rogue/blob/a947b0092d91920d56eb9af6a39bd1bd05e145fc/CMakeLists.txt