v4k-git-backup/README.md

20 KiB

F·W·K

3D game framework in C.


Goals

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

Features ᕦ(ᐛ)ᕤ

  • Pipeline: configurable and integrated asset pipeline.
  • Embedded: single-file header, all dependencies included.
  • Compiler: MSVC, MINGW64, TCC, GCC, clang, clang-cl 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).
  • AI: Swarm/Boids.
  • UI: button, list, slider, toggle, checkbox, editbox, dialog, color, image, menu, window, notify...
  • 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, FUR, MOD/XM/S3M/IT, SFXR and MID+SF2/SF3.
  • 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.
  • Render: 2D Tilemaps and tilesets: TMX, TSX.
  • 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.
  • Editor (wip).
  • Documentation (wip).

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

  • AI pass: actors, waypoints, pathfinding, behavior trees (h/fsm,goap), and navmesh generation.
  • Render pass: reverse-Z, automatic LODs, impostors, decals.
    • Materials: (colors✱, textures✱, matcaps✱, videos✱, shadertoys✱). Shadertoys as post-fx✱.
    • Lighting: Hard/soft shadow mapping (VSM,CCSM). Baked lightmaps. Refl probes. Integrated PBR.
  • Network/VM pass: Entity/component/systems and worlds.
    • Message pipeline and replication.
    • Digital signals, message buffering and event polling.
    • World streaming and level loading.
    • Scenegraphs and spatial partioning. BVH, PVS, occluders, frustum culling.
    • Server/client architecture. Hybrid P2P.
    • NAT traversal. Socketless API, message API and pub/sub wrappers (enet/websocket).
  • Tools pass
    • Extend shaders + bindings. Per-platform✱, per-type✱, per-asset options. GIF, PKM.
    • Extend atlas (sprite/lightmaps). Fit packing (sprites).
    • Extend bindings and messaging: parse C headers during cooking stage. <!-- msgs,docs,refl,meta,lua -- (*.c, *.h) as .proto/.pbc maybe, free reflection+automatic bindings -->
  • API pass
    • Discuss API and freeze it.
    • Document everything.

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!");
    }
}
#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
}
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

Quickstart

echo win/vc            && cl hello.c
echo win/clang-cl      && clang-cl hello.c
echo win/tcc           && tools\tcc hello.c -m64
echo win/mingw         && gcc   hello.c -lws2_32 -lwinmm -ldbghelp -lole32 -luser32 -lgdi32 -lcomdlg32
echo win/clang         && clang hello.c -lws2_32 -lwinmm -ldbghelp -lole32 -luser32 -lgdi32 -lcomdlg32
echo linux             && cc  hello.c -lm -ldl -lpthread -lX11
echo linux/tcc         && tcc hello.c -lm -ldl -lpthread -lX11 -D__STDC_NO_VLA__
echo osx               && cc -ObjC hello.c -framework cocoa -framework iokit -framework audiotoolbox

Cook

  • Most asset types need to be cooked before being used in your application. Some other assets like .png do not.
  • Cooked assets will be written into .zipfiles close to your executable, and mounted before entering game loop.
  • Cooked .zipfiles and your executable are the only required assets when releasing your game.
  • Cook manually your assets by invoking supplied tools/cook standalone binary.
  • Cook automatically your assets by just playing your game: a runtime cook is already embedded into your binary.
    • In order to achieve this, ensure the tools/ folder is close to your executable.
    • This folder contains all the related binaries to perform any asset conversion plus the cookbook to do so.

Extra tips

  • Any ico/png file named after the executable name will be automatically used as app icon.
  • Similar to the ico/png case above, the cooked .zipfiles can be named after the main executable as well.
  • Dropped files into game window will be imported & saved into import/ folder.
  • Update the gamepad controller database by upgrading the gamecontrollerdb.txt file.
  • Depending on your IDE, you might need to browse to split/ sources when debugging FWK.
  • Cook assets on demand, as opposed to cook all existing assets on depot, by using --cook-on-demand flag.
  • Linux/OSX users can optionally install wine and use the Windows tools instead (by using --cook-wine flag).
  • Disable automatic cooking by using --cook-jobs=0 flag (not recommended).
  • Generate a project solution by dropping split/fwk.h, fwk.c and fwk files into it.

Credits (Artwork + demos)

  • Nanofactory, for kgirls01 3D model (CC BY-NC-ND 4.0).
  • RottingPixels, for castle-tileset (CC0).
  • 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.

Issues Discord

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