Any code I do for this series will be here.
(Only original hand-written code will be here, no code from the series itself)
build.ps1
- Builds the project use.\scripts\build msvc <args> <module>
or.\scripts\build clang <args> <module>
debug
adds debug symbols, etcdev
for development builds. (automatically adds debug)optimize
for optimized builds.verbose
gives more info on arguments passed to tools, etc.module
is the module to build, can be any ofplatform
orengine
for this point in the codebase. (Eventually game will also be a separate module)
clean.ps1
- Cleans the projectupdate_deps.ps1
- Updates the project dependencies to their latest from their respective repos.
Make sure to run update_deps.ps1
before building for the first time.
Building requires msvc or llvm's clang + lld, and powershell 7
The build is done in the following stages (if clean build):
- Build engine module
- Build and run pre-build metaprogram: engine_gen.cpp
- Build engine module dll.
- Build and run post-build metaprogram to generate engine symbol constants.
- Build platform module
- Build and run pre-build metaprogram.
- Build platform module as executable
The final build order should have an additional game module: handmade
, that will be dependent on the engine and platform modules.
Day 49 : Debugging Canonical Coordinatescl
Features Done so far:
- Tailor made build system via powershell scripts
- Supports building the repo with msvc or clang
- Will only build a module if it detects changes (md5 is cached)
- Check is rudimentary can cannot detect all changes (headers for the most part)
- Any changes to target should require a clean rebuild.
- Can stage codegen metaprograms to run before building the module
- Will automatically not run if app process is found (for engine module).
- Metaprogramming library used was self-made from scratch: gencpp
- Can emit exported mangled symbols for the engine module for hot-reload with the platform module without needing to use C linkage symbols or a complex hot-reload library (Live++, etc).
- Project builds in less than 5 seconds. (Most of it is taken up by the metaprogramming library)
- Platform Layer:
- Block Memory allocation via VirtualAlloc for engine module
- Memory mapped files for engine & game snapshots.
- Instantaneous hot reload of engine module
- Software rendering via Win32 GDI
- Direct Sound audio
- Keyboard & Mouse Input via GetAsyncKeyState & Win32 window messagng
- XInput controller support
- Dualsense controller support via joyshock library
- Fullscreen toggle
- Can't change refresh rate
- Auto-hide cursor in client region (painted surface), not using editor tools
- Engine Layer:
- Take & load snapshots of either the engine's or game's memory state.
- Allows for engine or game state to be restored even if a crash occurs to exact memory state it was before.
- Basic input abstraction into hard-coded actions (``EngineActions
&
PlayerActions`) - Record & replay input.
- WIP : 2.5D Tile Map
- Virtualized into chunks
- Some basic collision detection & math (pre-math coverage by Casey)
- Bitmap file loading
- Compression mode 3
- Basic rendering
- Linear alpha blending
- Anchored to center position
- Experimental type sytem for physics vectors.
- Basic local co-op support
- Each player can be assigned a controller
- So far only support for two players
- Camera assignable to follow arbitary entity
- Take & load snapshots of either the engine's or game's memory state.