#gamedev #vulkan #metal #directx #webgl

bin+lib screen-13

An easy-to-use 2D/3D rendering engine in the spirit of QBasic

9 releases

0.1.8 Jan 11, 2021
0.1.7 Jan 3, 2021
0.1.0 Jul 5, 2020

#3 in #directx

Download history 1/week @ 2020-11-12 2/week @ 2020-11-26 1/week @ 2020-12-03 94/week @ 2020-12-31 45/week @ 2021-01-07 36/week @ 2021-01-14 1/week @ 2021-01-21 10/week @ 2021-02-04 42/week @ 2021-02-11 11/week @ 2021-02-18 2/week @ 2021-02-25

80 downloads per month

MIT/Apache

765KB
19K SLoC

Screen 13

Crates.io Docs.rs LoC

Screen 13 is an easy-to-use 2D/3D rendering engine in the spirit of QBasic.

Overview

Programs made using Screen 13 are built as regular executables using an optional design-time asset baking process. Screen 13 provides all asset-baking logic and aims to provide wide support for texture formats, vertex formats, and other associated data. Baked assets are stored in .pak files.

Screen 13 is based on the gfx-rs project, and as such targets native Vulkan, Metal, DirectX 12, OpenGL, WebGL, Android, and iOS targets, among others.

Goals

Screen 13 aims to provide a simple to use, although opinionated, ecosystem of tools and code that enable very high performance portable graphics programs for developers using the Rust programming language.

Just Enough: Only core 2D and 3D rendering features are included, along with window event handling and window-based input. Additional things, such as an entity component system, physics, sound, and gamepad input must be handled by your code.

Quick Start

Included are some examples you might find helpful:

  • basic.rs - Displays 'Hello, World!' on the screen. Please start here.
  • ecs.rs - Example of integration with a third-party ECS library (hecs, which is excellent).
  • headless.rs - Renders without an operating system window, saves to disk.
  • triangle.rs - Loads a textured triangle at runtime, with no associated .pak file.

Some examples require an associated asset .pak file in order to run, so you will need to run the example like so:

cargo run --release examples/content/basic.toml
cargo run --release --example basic

These commands do the following:

  • Build the Screen 13 engine (runtime) and executable code (design-time)
  • Bake the assets from basic.toml into basic.pak
  • Runs the basic example (Close window to exit)

See the example code for more information, including a helpful getting started guide.

NOTE: Required development packages and libraries are listed in the getting started guide. All new users should read and understand the guide.

Roadmap/Status/Notes

This engine is very young and is likely to change as development continues. Some features may be unimplemented.

  • Requires Rust 1.45 or later
  • Design-time Asset Baking:
    • Animation - Rotations only, no scaling, morph targets, or root motion
    • Bitmaps
      • Wide format support: .png, .jpg, etc...
      • 1-4 channel support
      • Unpacked using GPU compute hardware at runtime
    • Blobs (raw file byte vectors)
    • Language file (locale to key/value dictionary)
    • Material file
      • Supports metalness/roughness workflow with hardware optimized material data
    • Models - .gltf or .glb only
      • Requires POSITION and TEXTURE0
      • Static or skinned
      • Mesh name filtering/renaming/un-naming
    • Scenes
  • Runtime Asset .pak File:
    • Easy reading of assets
    • Configurable compression
      • snap is really good
      • brotli is amazing, but it has a bug at the moment and fails to read properly
  • Rendering:
    • Deferred renderer - in progress
    • Forward renderer - not started
    • Roadmap:
      • Today: Each graphics operation starts and finishes recording a new gfx-hal command buffer, and then submits it
      • Today: All render pass/graphics pipeline/compute pipeline/layouts are hard-coded in the gpu::def (definition) module
      • Today: Each graphic operation uses the def instances and other types to operate the command buffer directly
      • Soon: Command buffers will be opened and closed dynamically, lifting ownership of command buffers (and queues) up a level
      • Later: Each graphic operation will record what it wants, but all graphic operations before a command buffer submit will be grouped
      • Later: Resources currently in def will be created at runtime based on the operation graph
      • Later: Render passes will be constructed dynamically as well
      • Later: Gently copy the light binning magic from Granite?
  • General:
    • TODO: fonts, models, textures, etc... should be loadable at runtime from regular files

Optional features

Screen 13 puts a lot of functionality behind optional features in order to optimize compile time for the most common use cases. The following features are available.

NOTE: The deferred and forward renderers have separate code paths and you can choose either on a render-by-render basis.

  • auto-cull — Enables automatic draw call camera frustum culling.
  • debug-names — Name parameter added to most graphics calls, integrates with your graphics debugger.
  • deferred-3d (enabled by default) — Ability to draw models and lights using a deferred technique. IN PROGRESS
  • forward-3d (enabled by default) — Same as the deferred renderer, but using a forward technique. TODO
  • low-power — Prefer using integrated graphics hardware, instead of higher-power adapters.
  • multi-monitor — Extends the Screen trait to support multiple viewports. IN PROGRESS
  • xr — Additional types and functions related to augmented and virtual reality. TODO

History

As a child I was given access to a computer that had GW-Basic; and later one with QBasic. All of my favorite programs started with:

CLS
SCREEN 13

These commands cleared the screen of text and setup a 320x200 256-color paletized video mode. There were other video modes available, but none of them had the 'magic' of 256 colors.

Additional commands QBasic offered, such as DRAW, allowed you to build very simple games incredibly quickly because you didn't have to grok the enirety of linking and compiling in order get things done. I think we should have options like this today, and so I started this project to allow future developers to have the ability to get things done quickly while using modern tools.

Dependencies

~44MB
~1M SLoC