Compare commits

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36 commits
v0.0.1 ... main

Author SHA1 Message Date
Hartmut Seichter
1779f750ff added CC0 assets from kenney.nl to replace the existing ones 2024-06-04 22:00:57 +02:00
Hartmut Seichter
cdf2cbd6c0 add more info about performance issues 2024-06-04 21:35:12 +02:00
b9faf6c22c add a excerpt for perf run showing performance issues 2024-05-30 09:07:24 +02:00
Hartmut Seichter
d1f0ad538e some additional ideas 2024-05-30 08:13:44 +02:00
Hartmut Seichter
8375917b35 add some 'inspiration' for work in the course ParadiSE 2024-05-30 08:10:06 +02:00
a61d10bb56 removed cruft from quickwings 2024-05-28 23:33:10 +02:00
6abdc90a3a Merge branch 'brxxh-main' 2024-05-28 23:20:43 +02:00
945adb53c9 updated copyright 2024-05-28 23:16:19 +02:00
e92dadaf4d properly use std::clamp 2024-05-28 23:06:08 +02:00
b124afdedf final quickwings commit 2023-11-24 18:45:37 +01:00
e37a74137d fixed grass again, didn't help lol 2023-11-24 18:13:58 +01:00
5a9eb10507 finally added pipes + collision 2023-11-24 17:43:17 +01:00
ba56c0d911 Started working on pipes collision (WIP) 2023-11-23 21:40:00 +01:00
68915cb24b Added test pipe sprite to quickwings (random pos) 2023-11-23 20:10:35 +01:00
6ae437ef75 Setted window "spawn point" to middle of screen 2023-11-23 19:17:57 +01:00
7a3afe1281 Addded game over to quickwings 2023-11-23 18:59:30 +01:00
500464fa73 Added welcome-message 2023-11-23 18:19:24 +01:00
2a42731628 fixed quickwings, added me to readme, fixed readme 2023-11-23 17:49:07 +01:00
b9c7ce3b48 update readme in regard of toolchains 2023-10-11 14:17:51 +02:00
ddb62cb395 fix for Visual Studio Build Tool 2022 2023-10-11 14:08:19 +02:00
97697d2d7a fix readme 2023-10-10 18:05:38 +02:00
5e6630a92d refactored example by Robin 2023-10-10 17:59:48 +02:00
f452b40000 Merge pull request 'Flappy bird' (#3) from robin_rottstaedt/paradiso:main into main
Reviewed-on: #3

Pull request needs revised naming for the example but seems good to go and inlined. Thanks
2023-10-10 15:54:00 +02:00
40e4b160df sync with left over changes 2023-10-10 15:43:37 +02:00
Robin Rottstädt
14992d0939
Added framecap 2023-09-23 23:51:13 +02:00
Robin Rottstädt
7cbc525dc6
CMakeList cleanup and import fix 2023-09-23 22:59:46 +02:00
Robin Rottstädt
9b57ca68c6
Add flappy bird 2023-09-23 22:12:50 +02:00
Robin Rottstädt
237102965b
load bitmap from vector 2023-09-23 22:12:21 +02:00
f0316c3205 another minor clean up 2023-07-03 20:12:11 +02:00
227d4a8648 small update for and credits 2023-07-03 19:54:43 +02:00
7bd011429b Merge pull request 'Fix for windows-users' (#2) from Timeplex/paradiso-win:main into main
Seems a good first start. Thanks!
2023-07-03 19:50:04 +02:00
Tim
d6dcc1aaec Removed fork information for pull request 2023-07-03 18:39:58 +02:00
087ae62db5 Fixed typo 2023-07-03 18:02:42 +02:00
Tim
3739c80335 fixed typo 2023-07-03 17:11:01 +02:00
Tim
b96b25e37c Fork description + DE translation 2023-07-03 17:10:27 +02:00
Tim
c2eec1f22e Fix for windows users 2023-07-03 16:59:28 +02:00
129 changed files with 9550 additions and 60 deletions

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@ -1,10 +1,8 @@
---
# We'll use defaults from the LLVM style, but with 4 columns indentation. # We'll use defaults from the LLVM style, but with 4 columns indentation.
BasedOnStyle: LLVM BasedOnStyle: LLVM
IndentWidth: 4 IndentWidth: 4
---
Language: Cpp Language: Cpp
# Force pointers to the type for C++. # Force pointers to the type for C++.
DerivePointerAlignment: false DerivePointerAlignment: false
PointerAlignment: Left PointerAlignment: Left
---

1
.gitignore vendored
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build build
.vscode .vscode
/.vs

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@ -0,0 +1,41 @@
# ParadiSO - eine minimale 2D-Grafikengine
**ParadiSO** wurde als stark abgespeckte 2D-Version meiner `pixwerx`-Engine konzipiert. _ParadiSO_ verfolgt einen minimalistischen Ansatz für 2D-Grafik zu Bildungszwecken. Es verwendet modernes C++ und ein datengetriebenes Design, jedoch keine ECS (Entity Component System).
## Bildungszwecke
Einige Argumente für seinen Bildungsaspekt:
- Kombination verschiedener Konzepte und Paradigmen zur Erstellung ausdrucksstarker, aber knappen Codes
- Stark von Rust-Code inspiriert
- Für den mathematischen Code wird eine sofortige Auswertung verwendet (keine Expression-Templates), jedoch mit der Verwendung von `constexpr`, um eventuelle Performance-Overheads auszugleichen und optimale Vektorisierung zu erreichen.
- Versteckt alte `C`-APIs hinter einer modernisierten Fassade
- Es lehnt sich stark an die STL und ihre Algorithmen an
## Minimalistisch
Da diese Engine einige Muster und Designkonzepte zeigen soll, versucht sie, unnötigen Ballast zu vermeiden.
## Abhängigkeiten
ParadiSO wird mit den notwendigen Komponenten geliefert. Diese sollte jedoch hier erwähnt werden:
- [GLFW 3.3.8](https://github.com/glfw/glfw)
- [GLAD](https://github.com/Dav1dde/glad)
- [STB image](https://github.com/nothings/stb)
## Toolchains
ParadiSO kann auf verschiedenen Plattformen gebaut werden
- Windows (Visual Studio Build Tools 2022)
- MacOS (clang 14 or later)
- Linux (clang 14 or later, gcc 13.2.1)
Andere Kombinationen sind möglich aber nicht getestet.
## Beiträge
- [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
- [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
- [brxxh](https://code.technotecture.net/brxxh) Flappy Bird Clone

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@ -1,16 +1,16 @@
# ParadisSO - a minimal 2D graphics engine # ParadiSO - a minimal 2D graphics engine
**ParadiSO** was conceived as a heavily stripped down 2D version of my `pixwerx` engine. *ParadiSO* mimics a minimalistic approach to 2D graphics for educational purposes. It uses modern C++ and a data-driven design, but no ECS. **ParadiSO** was conceived as a heavily stripped down 2D version of my `pixwerx` engine. _ParadiSO_ mimics a minimalistic approach to 2D graphics for educational purposes. It uses modern C++ and a data-driven design, but no ECS.
## Educational ## Educational
Some arguments for its educational side: Some arguments for its educational side:
* mix and match of various concepts and paradigms to write expressive but concise code - mix and match of various concepts and paradigms to write expressive but concise code
* heavily inspired by Rust code - heavily inspired by Rust code
* math code is eager evaluation but `constexpr` to compensate overheads - math code is eager evaluation but `constexpr` to compensate overheads
* hides old-style `C` APIs behind a renovated facade - hides old-style `C` APIs behind a renovated facade
* it leans heavily on the STL and its algorithms - it leans heavily on the STL and its algorithms
## Minimal ## Minimal
@ -20,6 +20,22 @@ Because this engine should show some patterns and design concepts it tries to av
ParadiSO comes with batteries included. However, it should be mentioned here: ParadiSO comes with batteries included. However, it should be mentioned here:
* [GLFW 3.3.8](https://github.com/glfw/glfw) - [GLFW 3.3.8](https://github.com/glfw/glfw)
* [GLAD](https://github.com/Dav1dde/glad) - [GLAD](https://github.com/Dav1dde/glad)
- [STB image](https://github.com/nothings/stb)
## Toolchains
ParadiSO is being developed to work on all major desktop systems.
- Windows (Visual Studio Build Tools 2022)
- MacOS (clang 14 or later)
- Linux (clang 14 or later, gcc 13.2.1)
Other combinations might work but are untested.
## Contributors
- [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
- [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
- [brxxh](https://code.technotecture.net/brxxh) Flappy Bird Clone

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docs/README.md Normal file
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# Todo
Here some ideas for improving this tiny engine:
## Rendering
- [ ] replace the OpenGL renderer with a Vulkan backend
- [ ] add animatable sprites (access to UV mapping and tiling)
- [ ] add a SDF based renderer (parametric tiles and font rendering)
## Game Support
- [ ] audio!
- [ ] some minimal animation system with tweening with different f-curves
## System Level
- [ ] add a `Asset` handler to load cache and manage assets
- [ ] introspection of file system if we load assset
## Design
- [ ] replace some of the 'unkown source' assets
## Build / Dev Support
- [ ] add a test rig either with Snitch or Catch2
- [ ] write some reasonable testcases
- [ ] add CPU and GPU benchmarks to address various issues
# Issues
```sh
Performance counter stats for 'bin/paradiso_pong':
555,35 msec task-clock:u # 0,042 CPUs utilized
0 context-switches:u # 0,000 /sec
0 cpu-migrations:u # 0,000 /sec
4.072 page-faults:u # 7,332 K/sec
319.484.735 cycles:u # 0,575 GHz
358.165.995 instructions:u # 1,12 insn per cycle
86.037.942 branches:u # 154,926 M/sec
2.469.068 branch-misses:u # 2,87% of all branches
13,092775373 seconds time elapsed
0,311565000 seconds user
0,247491000 seconds sys
```
above run with `perf stat bin/paradiso_pong` shows some really bad performance issues.

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add_subdirectory(simple) add_subdirectory(simple)
add_subdirectory(pong) add_subdirectory(pong)
add_subdirectory(quickwings)

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/** /**
* paradiso - Paradigmen der Softwareentwicklung * paradiso - Paradigmen der Softwareentwicklung
* *
* (c) Copyright 2023 Hartmut Seichter * (c) Copyright 2023-2024 Hartmut Seichter
* *
*/ */
@ -16,7 +16,6 @@
#include <unordered_map> #include <unordered_map>
#include <iomanip>
#include <iostream> #include <iostream>
struct PongStage { struct PongStage {
@ -86,7 +85,7 @@ struct PongPaddle {
velocity_horizontal *= whoopiness; velocity_horizontal *= whoopiness;
sprite.pivot.x() += velocity_horizontal; sprite.pivot.x() += velocity_horizontal;
std::clamp(sprite.pivot.x(), -0.5f, 0.5f); sprite.pivot.x() = std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
// update shader uniforms // update shader uniforms
shader.set_uniform("pivot", sprite.pivot); shader.set_uniform("pivot", sprite.pivot);
@ -151,7 +150,7 @@ struct PongBall {
void draw(const paradiso::Shader& shader) { void draw(const paradiso::Shader& shader) {
std::clamp(sprite.pivot.x(), -0.5f, 0.5f); sprite.pivot.x() = std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
// update shader uniforms // update shader uniforms
shader.set_uniform("pivot", sprite.pivot); shader.set_uniform("pivot", sprite.pivot);
@ -166,6 +165,9 @@ struct PongBall {
paradiso::Renderer renderer{}; paradiso::Renderer renderer{};
constexpr void push(const auto& impulse) noexcept { velocity += impulse; } constexpr void push(const auto& impulse) noexcept { velocity += impulse; }
constexpr void whoop(const auto& whoopiness) noexcept { velocity *= whoopiness; }
}; };
auto main() -> int { auto main() -> int {
@ -234,6 +236,19 @@ auto main() -> int {
ball.sprite.pivot.x() = 0.0f; ball.sprite.pivot.x() = 0.0f;
ball.sprite.pivot.y() = 0.9f; ball.sprite.pivot.y() = 0.9f;
} }
// speed adjust
if (w.keyboard_input().top().key == 'N') {
std::cout << "Speed Up!\n";
ball.push(paradiso::Vector2<float>::make(0.f,0.01f));
} else if (w.keyboard_input().top().key == 'M') {
ball.push(paradiso::Vector2<float>::make(0.f,-0.01f));
std::cout << "Speed Lower!\n";
}
} }
ball.interact(stage); ball.interact(stage);

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set(quickwings_srcs quickwings.cpp)
set(quickwings_assets
assets/background-day.png
assets/base.png
assets/pipe-green.png
assets/yellowbird-downflap.png
assets/yellowbird-midflap.png
assets/yellowbird-upflap.png
)
set_source_files_properties(${quickwings_assets} PROPERTIES HEADER_FILE_ONLY TRUE)
add_executable(quickwings ${quickwings_srcs} ${quickwings_assets})
target_link_libraries(quickwings paradiso_core)
add_custom_command(TARGET quickwings POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/assets/ $<TARGET_FILE_DIR:quickwings>/assets)

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<TextureAtlas imagePath="sheet.png">
<SubTexture name="planeBlue1.png" x="0" y="73" width="88" height="73"/>
<SubTexture name="planeBlue2.png" x="0" y="0" width="88" height="73"/>
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<SubTexture name="planeYellow2.png" x="0" y="219" width="88" height="73"/>
<SubTexture name="planeYellow3.png" x="0" y="146" width="88" height="73"/>
</TextureAtlas>

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<TextureAtlas imagePath="sheet.png">
<SubTexture name="UIbg.png" x="0" y="986" width="264" height="264"/>
<SubTexture name="background.png" x="0" y="355" width="800" height="480"/>
<SubTexture name="buttonLarge.png" x="0" y="1250" width="196" height="70"/>
<SubTexture name="buttonSmall.png" x="0" y="1320" width="136" height="80"/>
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