Dominik Madarász 9fa0c9f1ba | ||
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demos | ||
engine | ||
tools | ||
.gitignore | ||
MAKE.bat | ||
README.md | ||
hello.c | ||
v4k.sublime-project |
README.md
V·4·K
3D multimedia workbench in C, with Luajit and Python bindings.
Features
- 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).
- Network: Game sync module
- 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.
- Render: Compute shaders and SSBO support.
- Render: Geometry shaders.
- 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).
Hello V4K
#include "v4k.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 V4K from C!");
}
}
local v4k = require("v4k") -- Minimal Lua sample
v4k.window_create(75.0,0) -- 75% size, no extra flags
while v4k.window_swap() and v4k.input(v4k.KEY_ESC) == 0 do -- game loop
print("hello V4K from Lua!")
end
Quickstart
- Double-click
MAKE.bat
(Win) orsh MAKE.bat
(Linux/OSX) to quick start. MAKE.bat all
(Win) orsh MAKE.bat all
(Linux/OSX) to build everything.MAKE.bat proj
(Win) orsh MAKE.bat proj
(Linux/OSX) to generate solutions/makefiles.MAKE.bat help
(Win) orsh MAKE.bat help
(Linux/OSX) for a bunch of options.MAKE.bat hello.c
(Win) orsh MAKE.bat hello.c
(Linux/OSX) to build a single executable.- Alternatively,
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
- Assets need to be cooked before being consumed in your application. The tools/ folder contains all the related binaries to perform any asset processing plus the cookbook to do so.
- Your game will cook all your assets as long as the
tools/
folder is next to your executable. Alternatively, cook them all just by invoking suppliedtools/cook
standalone binary. - In both cases, assets will be cooked and packed into .zipfiles next to your executable, then mounted before entering game loop. These .zipfiles plus your executable are the only required files when releasing your game.
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
engine/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
engine/v4k.h, v4k.c and v4k
files into it. - Auto-generated Luajit and Python bindings can be found in the
engine/bind/
folder.
Credits
Original Big big thanks to r-lyeh for the amazing FWK base!
Artwork
Dean Evans, Raijin,
FMS_Cat,
Goblin165cm,
Nuulbee,
Quaternius,
Rotting Pixels,
Tom Lewandowski,
Rye Terrell,
Tools
Aaron Barany,
Arseny Kapoulkine,
Assimp authors,
Bernhard Schelling,
Christian Collins,
FFMPEG authors,
Imagination,
Krzysztof Gabis,
Lee Salzman,
Martín Lucas Golini,
Mattias Gustavsson,
Michael Schmoock,
Morgan McGuire,
Olivier Lapicque, Konstanty Bialkowski,
Polyglot Team,
Tildearrow,
Tomas Pettersson,
Tor Andersson,
Runtime
Andreas Mantler,
Barerose,
Camilla Löwy,
Dave Rand,
David Herberth,
David Reid,
Dominic Szablewski,
Dominik Madarász,
Eduard Suica,
Evan Wallace,
Gargaj+cce/Peisik,
Guilherme Lampert,
Guillaume Vareille,
Haruhiko Okumura,
Igor Pavlov,
Ilya Muravyov,
Jon Olick,
Joonas Pihlajamaa,
Juliette Focault,
Kristoffer Grönlund,
Lee Salzman,
Lee Salzman, V.Hrytsenko, D.Madarász,
Libtomcrypt,
Lua authors,
Mattias Gustavsson,
Micha Mettke,
Micha Mettke, Chris Willcocks, Dmitry Hrabrov,
Michael Galetzka,
Morten Vassvik,
Mārtiņš Možeiko,
Omar Cornut, vaiorabbit,
Rabia Alhaffar,
Rich Geldreich,
Ross Williams,
Samuli Raivio,
Sean Barrett,
Sebastian Steinhauer,
Stan Melax, Cloud Wu,
Stefan Gustavson,
Sterling Orsten,
Tor Andersson,
Wolfgang Draxinger,
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.