My journey through the series
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HandmadeHero

Any code I do for this series will be here.

(Only original hand-written code will be here, no code from the series itself)

Scripts

  • build.ps1 - Builds the project use .\scripts\build msvc <args> <module> or .\scripts\build clang <args> <module>
    • debug adds debug symbols, etc
    • dev 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 of platform or engine for this point in the codebase. (Eventually game will also be a separate module)
  • clean.ps1 - Cleans the project
  • update_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.

Notes

Building requires msvc or llvm's clang + lld, and powershell 7

The build is done in the following stages (if clean build):

  1. Build engine module
    1. Build and run pre-build metaprogram: engine_gen.cpp
    2. Build engine module dll.
    3. Build and run post-build metaprogram to generate engine symbol constants.
  2. Build platform module
    1. Build and run pre-build metaprogram.
    2. 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.

Milestone

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

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