HandmadeHero/README.md

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# HandmadeHero
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Any code I do for this [series](https://handmadehero.org) will be here.
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***(Only original hand-written code will be here, no code from the series itself)***
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## Scripts
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* `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)
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* `optimize` for optimized builds.
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* `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)
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* `clean.ps1` - Cleans the project
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* `update_deps.ps1` - Updates the project dependencies to their latest from their respective repos.
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*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 two stages:
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1. Build and run metaprogram to scan and generate dependent code for the module being built.
2. Build the the runtime for the module.
Module build order:
1. Engine
2. Platform
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## Milestone
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Day 43 : The Equations of Motion
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Features Done so far:
* Tailor made build system via powershell scripts
* Supports building the repo with msvc or clang
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* Will only build a module if it detects changes (md5 is cached)
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* Can stage codegen metaprograms to run before building the module
* Will automatically not run if app process is found (for engine module).
* 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).
* Platform Layer:
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* 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
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* Direct Sound audio
* Keyboard & Mouse Input via GetAsyncKeyState & Win32 window messagng
* XInput controller support
* Dualsense controller support via joyshock library
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* Fullscreen toggle
* Can't change refresh rate
* Auto-hide cursor in client region (painted surface), not using editor tools
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* 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.
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* WIP : 2.5D Tile Map
* Virtualized into chunks
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* Some basic collision detection & math (pre-math coverage by Casey)
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* Bitmap file loading
* Compression mode 3
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* Basic rendering
* Linear alpha blending
* Anchored to center position
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* Experimental type sytem for physics vectors.
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## Gallery
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![img](docs/imgs/10x_2023-10-28_16-58-16.gif)
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![img](docs/imgs/10x_2023-10-22_01-44-21.gif)
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![img](docs/imgs/handmade_win32_2023-10-21_22-18-47.gif)
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![img](docs/imgs/handmade_win32_2023-10-21_02-16-43.png)
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![img](docs/imgs/handmade_win32_2023-10-20_23-14-37.png)
![img](docs/imgs/Code_2023-10-20_21-57-06.png)
![img](docs/imgs/handmade_win32_2023-10-19_22-57-13.gif)
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![img](docs/imgs/handmade_win32_2023-10-19_14-07-20.png)
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![img](docs/imgs/handmade_win32_2023-10-16_23-08-11.png)
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![img](docs/imgs/handmade_win32_2023-10-11_23-39-57.gif)
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![img](docs/imgs/handmade_win32_2023-10-11_00-47-19.gif)
![img](docs/imgs/handmade_win32_2023-10-10_13-13-14.gif)
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![img](docs/imgs/handmade_win32_2023-10-06_12-43-47.gif)
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![img](docs/imgs/handmade_win32_2023-10-01_20-22-20.gif)
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![img](docs/imgs/Code_2023-10-01_19-20-56.gif)
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![img](docs/imgs/Code_2023-09-28_15-14-53.gif)
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![img](https://files.catbox.moe/9zau4s.png)
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![img](https://files.catbox.moe/b7ifa8.png)