HandmadeHero/README.md
2023-10-17 23:52:41 -04:00

3.0 KiB

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 two stages:

  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

Milestone

Day 35 : Basic Sparse Tilemap Storage

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)
    • 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:
    • Direct Sound audio
    • Keyboard & Mouse Input via GetAsyncKeyState & Win32 window messagng
    • XInput controller support
    • Dualsense controller support via joyshock library
    • Software rendering via Win32 GDI
    • Instantaneous hot reload of engine module
    • Block Memory allocation via VirtualAlloc for engine module
    • Memory mapped files for engine & game snapshots.
  • 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

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