GithubHelp home page GithubHelp logo

zenengine's Introduction

Zen Engine

license

NOTE: This repository has been archived. I fell into the same rabbit hole as other starting core tech engineers - I did not set up realistic goal. Don't be like me in the past. I also changed my interest a little bit and started new game engine project which should be highlighted on my Github profile. Cheers!

Description

Zen Engine is my hobbyist long-term C++ game engine project, a testament to my passion for creating exceptional high-performance, real-time game engines. In this iteration, I'm focused on building a robust foundation for my future, more advanced iterations on this game engine.

All systems are subject to change in the future.

Key Features

  • custom memory allocators
  • decoupled game and editor projects, as well as engine and it's systems
  • custom, in-engine runtime performance measurement system
  • simple cmake setup
  • tracy integration
  • spdlog integration

Project Objectives

  • (In Progress) Memory Management: Implement memory management with custom memory allocators: GeneralAllocator, SlabAllocator, PoolAllocator...
  • (In Progress) Multithreading: Develop simple job system. NOTE: Would like to integrate the one I developed in CoreMatrixToolkit.
  • Game Genre: Create a 2D platformer game.
  • Core Game Mechanics: Implement jumping, running at constant speed, and collecting points.
  • Game Level Design: Design levels with straightforward platform layouts, combining horizontal and vertical segments. Emulate classic arcade gaming simplicity.

Prerequisities

  1. Visual Studio 2022
  2. CMake (look for proper version in CMakeLists.txt)

Configuration

  1. $ git clone https://github.com/Stradek/ZenEngine.git
  2. $ cd .\ZenEngine\
  3. $ .\BuildSolution-VS2022.bat
  4. $ .\OpenSolution-VS2022.bat
  5. Build & Run Game project
  6. Enjoy!

Repositiory Directory Structure

  • Binaries/ - compilation artifacts(libraries and symbolos) and executables
  • Build/ - project build directory
  • Development/ - Zen Engine and Game development related directory
  • Development/External - external libraries
  • Development/Internal - internal libraries and tools
  • Development/Scripts - automation scripts supporting development process
  • Development/Source - Zen Engine and Game source code

License

MIT License

Copyright (c) 2023 Piotr Stradowski

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

zenengine's People

Contributors

stradek avatar

Stargazers

 avatar  avatar  avatar  avatar

Watchers

 avatar

zenengine's Issues

Create Logging System using spdlog

  • add logging system with functions like: LOG(), ASSERT(), WARN(), ERROR(), CRITICAL(), DEBUG_BREAK()
  • add configurable pattern for logging messages
  • output log messages to command line/vs output, and also saves it to log file
  • in case of crash or runtime error, save error and callstack to log file or, preferably, save to crash log file

Save runtime error and callstack to log file and crash log file

In case of crash or runtime error, engine has to save error and callstack to log file or, preferably, also crash log file

Leftover from Milestone 1 as it is not crucial right now - I am mostly using Debug configuration where I am attached with debugs to executable as Release doesn't have any functionality yet.

Add allocation info block to pool allocator

Would be best to know PoolAllocator:

  • chunkSize
  • chunkCount
  • freeChunksCount

so I need to add additional memory chunk with PoolAllocator info before memory pool itself.

and

Would be best to track each PoolAllocator allocation/deallocation request to save those properties on Debug configuration:

  • allocation/deallocation request line
  • allocation/deallocation request file

Create “develop” branch

It's pain to have automated compilation job after each commit on every branch. I should create develop that is set up to run automated jobs before merging each pull request. It should have blocked push at first. That way, I will be creating changes on feature branches, when finished I will create PR, if there will be something broken - I will need to fix it, and if everything is working - it will be submitted to development branch. When I will think that it's good to send it to main - I will push.
I can also do the same without develop, so I will do PRs to main.
I need to think about both approaches, which will work better for me.

Implement UpdateScheduler

UpdateScheduler class - tracks time, condition or other triggers, and then schedules certain functions to update or render

Leftover from Milestone 1 as it is not crucial right now - I want to keep it simple for now and expand when there will be need to.

Implement DebugController class with Performance Monitor

This class will be a hub for all debug tools and profilers.
Modules that I need to move to it are:

  • PerformanceMonitor class - monitor the performance of game engine, measures and stores the time of certain operations - needs to be implemented by reusing current GameEngine code

Create MemoryManager class as memory allocation interface

It should have template for allocating different objects from different classes and recognize where to allocate it.
For example:
MemoryManager::Allocate() should allocate it in engine systems pool.
MemoryManager::Allocate() should allocate it in proper pool for textures
etc.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.