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💎 3D game framework in C, with Luajit bindings now.

Home Page: https://bit.ly/-fwk-

Shell 0.04% C++ 25.38% Python 0.02% C 43.72% Lua 0.93% CSS 0.03% Makefile 0.01% HTML 29.22% GLSL 0.66% Batchfile 0.01%

fwk_3d_game_engine's Introduction

F·W·K

3D game framework in C, with Luajit bindings now.


Goals

  • C++. C.
  • Fast. Naive.
  • Modern. Simple.
  • Full featured. Small.
  • Rich build system. Single file.
  • Royaltie fee. Free and unlicensed.

Features ᕩ(ᐛ)á•€

  • Pipeline: configurable and integrated asset pipeline.
  • Embedded: single-file, all dependencies included.
  • Compiler: MSVC, MINGW64, TCC, GCC, clang and emscripten.
  • Linkage: Both static linkage and dynamic .dll/.so/.dylib support.
  • Platform: Windows, Linux and OSX. Partial HTML5/Web support.
  • DS: hash, sort, array/vector, map, set.
  • Math: rand, noise, ease, vec2/3/4, mat33/34/44, quat.
  • Geometry: ray, line, plane, aabb, sphere, capsule, triangle, poly and frustum.
  • Window: windowed, soft/hard fullscreen, msaa, icon, cursor handling.
  • Input: keyboard, mouse and gamepads.
  • Script: Lua scripting, Luajit bindings.
  • Network: downloads (HTTPS) and sockets (TCP/UDP).
  • UI: color3/4, button, list, slider, toggle, checkbox, editbox, dialog, image, menus, windows
  • Font: TTF, OTF and TTC. Basic syntax highlighter. Glyph ranges. Atlasing.
  • Localization/I18N: XLSX and INI. Unicode.
  • Image: JPG, PNG, BMP, PSD, PIC, PNM, ICO.
  • Texture: KTX/2, PVR, DDS, ASTC, BASIS, HDR, TGA.
  • Texel: Depth, R, RG, RGB, RGBA, BC1/2/3/4/5/6/7, PVRI/II, ETC1/2, ASTC.
  • Audio: WAV/FLAC, OGG/MP1/MP3, MOD/XM/S3M/IT, SFXR and MID.
  • Video: MP4, MPG, OGV, MKV, WMV and AVI. Also, MP4 recording with MPEG-1 fallback.
  • Model: IQM/E, GLTF/2, GLB, FBX, OBJ, DAE, BLEND, MD3/5, MS3D, SMD, X, 3DS, BVH, DXF, LWO.
  • Render: PBR (metallic-roughness) workflow.
  • Render: Cubemaps, panoramas and spherical harmonics. Rayleigh/Mie scattering.
  • Render: Post-effects (SSAO,FXAA1/3,CRT,Contrast,Grain,Outline,Vignette...).
  • Render: 3D Anims, skeletal anims, hardware skinning and instanced rendering.
  • Render: 3D Debugdraw, batching and vectorial font.
  • Render: 2D Sprites, spritesheets, AA zooming and batching.
  • Compression: DEFLATE, LZMA, LZ4, ULZ, BALZ, BCM, CRUSH, LZW3, LZSS and PPP.
  • Virtual filesystem: ZIP, PAK, TAR and DIR.
  • Level data: JSON, JSON5, SJSON, XML, INI.
  • Disk cache.
  • Scene handling.
  • Profiler, stats and leaks finder.
  • Documentation (wip).

Roadmap ᕕ(ᐛ)ᕗ (in order of arrival; ✱: partial support)

  • Editor: gizmos✱, scene tree, property editor✱, load/save✱, undo/redo✱, copy/paste.
  • Level objects: volumes✱, triggers, platforms, streaming.
  • World: W/ECS, gameobj, serialization/merge, diff/patch.
  • Scene: toggles on/off (billboards✱, materials, un/lit, cast shadows, wireframe, skybox✱/mie✱, collide✱, physics).
  • Scene: node singleton display, node console, node labels, node outlines✱.
  • Math: quat2, bezier, catmull.
  • Render: Materials (colors✱, textures✱, matcaps✱, videos✱, shadertoys✱). Shadertoys as post-fx✱.
  • Render: Hard/soft shadow mapping and baked lightmaps.
  • Script: DLL✱ (module->plugin/sys), Lua✱, Luajit✱, Teal✱ and TypeScript.
  • Network: NAT traversal. Socketless API, message API and pub/sub wrappers (enet/websocket).
  • Pipeline: Extend: shaders, bindings. Per-platform✱, per-type✱, per-asset options. GIF, PKM.
  • Pipeline: Extend atlas (sprite/lightmaps). Fit packing (sprites).
  • Pipeline: Extend bindings and messaging: parse C headers during cooking stage.
  • Maybe: AI/Logic pass.
  • Maybe: Animation pass.
  • Maybe: VM/Replication pass.
  • Maybe: Mobile/WASM/HTML5✱ pass.
  • Maybe: Lighting pass.
  • Maybe: Node/Graph editor.
  • Maybe: Tiled maps and 2D spines. Sprite parallaxs.
  • Maybe: Font text layout and shaping, underlining, soft/hard shadows, outlines.
  • API: Fewer and better examples.
  • API: Discuss API and freeze it.
  • API: Document everything.

Gallery


Hello FWK

#include "fwk.h" // Minimal C sample
int main() {
    window_create(75.0, 0); // 75% size, no extra flags
    while( window_swap() && !input(KEY_ESC) ) { // game loop
        puts("hello FWK from C!");
    }
}
local fwk = require("fwk") -- Minimal Lua sample
fwk.window_create(75.0,0) -- 75% size, no extra flags
while fwk.window_swap() and fwk.input(fwk.KEY_ESC) == 0 do -- game loop
    print("hello FWK from Lua!")
end
#include "fwk.h" // Minimal HTML5 sample
void render(void *arg) {
    if( !input(KEY_ESC) ) { 
        puts("hello FWK from HTML5!");
    }
}
int main() {
    window_create(75.0, 0); // 75% size, no extra flags
    window_loop(render, NULL); // game loop
}

Build (as static library)

Type MAKE.bat static (Win) or sh MAKE.bat static (Linux/OSX) to build everything dynamically. Alternatively,

echo Win(vc)              && cl  demo.c       fwk.c
echo Win(tcc)             && tcc demo.c       fwk.c
echo Win(gcc)             && gcc demo.c       fwk.c -lws2_32 -lgdi32 -lwinmm -ldbghelp -lole32 -lcomdlg32
echo Linux(gcc+clang+tcc) && cc  demo.c       fwk.c -lm -ldl -lpthread -lX11
echo OSX(gcc+clang)       && cc  demo.c -ObjC fwk.c -framework cocoa -framework iokit
  • Note: TCC is partially supported on Windows+Linux. Beware, no threading.

Build (as dynamic library)

Type MAKE.bat dll (Win) or sh MAKE.bat dll (Linux/OSX) to build everything staticly. Alternatively,

echo Win(vc)  && cl  fwk.c /LD     /DAPI=EXPORT && cl  demo.c fwk.lib /DAPI=IMPORT
echo Win(tcc) && tcc fwk.c -shared -DAPI=EXPORT && tcc demo.c fwk.def -DAPI=IMPORT
echo Win(gcc) && gcc fwk.c -shared -DAPI=EXPORT -o fwk.dll -lws2_32 -lwinmm -ldbghelp -lole32 -lgdi32 -lcomdlg32 -Wl,--out-implib,fwk.a && gcc demo.c fwk.a -DAPI=IMPORT
echo Linux    && cc -fPIC -shared     -o libfwk.so    fwk.c -lX11 && cc demo.c libfwk.so -DAPI=IMPORT -Wl,-rpath,./
echo OSX      && cc -ObjC -dynamiclib -o libfwk.dylib fwk.c -framework cocoa -framework iokit && cc demo.c libfwk.dylib -DAPI=IMPORT

Cook

  • Most asset types need to be cooked before being used in your application. Other assets like .png do not.
  • Cooker is already embedded into you application and will scan for new contents & cook assets automatically.
  • In order to achieve this, your binary needs to keep both fwk.ini file and tools/ folder close together.
  • Cooked assets will be written into .zipfiles close to your executable, and mounted before entering game loop.
  • When distributing your game, only your binary and these .zipfiles are required.

Amalgamation

  • Depending on your IDE, you might need to split all amalgamated files when debugging FWK.
  • Split FWK into separate files by running MAKE.bat split (or sh MAKE.bat split in Linux/OSX).
  • Merge those files back into FWK by running MAKE.bat join (or sh MAKE.bat join in Linux/OSX).
  • Optionally, generate a single-header distribution by executing following script:
echo // This C file is a header that you can #include.  Do #define FWK_C  > fwk-single-header.h
echo // early in **one** C compilation unit to unroll the implementation >> fwk-single-header.h
echo // The FWK_C symbol **must be defined in a C file**; C++ wont work. >> fwk-single-header.h
type art\editor\tools\3rd\3rd_glad.h >> fwk-single-header.h
type fwk.h                           >> fwk-single-header.h
echo #ifdef FWK_C                    >> fwk-single-header.h
echo #pragma once                    >> fwk-single-header.h
echo #define FWK_3RD                 >> fwk-single-header.h
type fwk                             >> fwk-single-header.h
type fwk.c                           >> fwk-single-header.h
echo #endif // FWK_C                 >> fwk-single-header.h

Extra tips

  • Any ico/png file matching the executable name will be automatically used as app icon.
  • Dropped files into game window will be imported & saved into art/import folder.
  • Update the gamepad controller database by upgrading the gamecontrollerdb.txt file.
  • Cancel entire cooking stage by pressing ESC key (not recommended).
  • Disable automatic cooking by using --with-cook-jobs=0 flag (not recommended).
  • Cook from command-line by running cook.* binaries.
  • Linux/OSX users can optionally install wine and use the Windows pipeline instead (by using --with-wine flag).
  • Generate a Visual Studio solution by dropping fwk.h, fwk.c and fwk files into it.
  • Faster builds by typing set cc=tcc before MAKE.bat (win).
  • Get smaller .exes by compiling with /Os /Ox /O2 /Oy /GL /GF /MT /DNDEBUG /Gw /link /OPT:ICF /LTCG (vc).

Bindings

Credits (Artwork + demos)

  • DavidLam, for tokamak physics engine (ZLIB).
  • FMS_Cat, for nicest VHS/VCR shader around (MIT).
  • Goblin165cm, for witch 3D model (CC BY 4.0).
  • Nanofactory, for kgirls01 3D model (CC BY-NC-ND 4.0).
  • Quaternius, for the lovely 3D robots (CC0).
  • Rxi, for lovely sprites & cats demo (MIT).
  • wwwtyro, for nicest rayleigh/mie scattering shader around (CC0).

Credits (Tools)

Credits (Runtime)

Unlicense

This software is released into the public domain. Also dual-licensed as 0-BSD or MIT (No Attribution) for those countries where public domain is a concern (sigh). Any contribution to this repository is implicitly subjected to the same release conditions aforementioned.

Links

Issues Discord

Still looking for alternatives? amulet, aroma, astera, blendelf, bullordengine, candle, cave, chickpea, corange, cute, dos-like, ejoy2d, exengine, gunslinger, hate, island, juno, l, lgf, limbus, love, lovr, mini3d, mintaro, mio, opensource, ouzel, pez, pixie, punity, ricotech, rizz, tigr, yourgamelib

fwk_3d_game_engine's People

Contributors

r-lyeh avatar zpl-zak avatar

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