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* Features
** DONE Game loop
Provide a game loop structure that responds to input events,
updates the game state, renders the scene. Use a fixed update
timestep and cap the maximum FPS.
** DONE Input
Provide hooks to respond to keyboard, mouse, and joystick events.
Wrap SDL keycode, mouse button, etc. constants in our own
enumeration.
- [X] Keyboard
- [X] Mouse
- [X] Window (active, resize, quit)
- [X] Joystick
** DONE Sprites
Encapsulates an image and all of its transformations: position,
rotation, scale, color, etc.
- [X] Use SDL2_image
- [X] Add support for texture regions
- [X] Add support for animations
- [X] Use a sprite batch when drawing if one is currently bound
** DONE Sprite batches
Efficiently render a large number of sprites. Only change OpenGL
context when necessary. For example, don't change texture when
rendering several sprites in a row that use the same one.
- Use streaming vertex buffers
- See: https://www.opengl.org/wiki/Buffer_Object#Mapping
- See: https://www.opengl.org/wiki/Buffer_Object_Streaming
- See: https://bitbucket.org/rude/love/src/d95dfb67079a60f8de64304dac9002544695f1bb/src/modules/graphics/opengl/SpriteBatch.cpp?at=default
** DONE Tilesets
Break an image up into many small pieces. Useful for creating maps.
- [X] Algorithm to split texture into tiles
- [X] <tileset> type
** DONE Animations
Create a data type to represent an animated sequence of textures
and/or texture regions.
** TODO Tile maps
- [ ] Create a generic tilemap module
- [ ] Create a loader for Tiled .tmx map files.
** DONE Scene graph
A tree structure that is traversed when rendering a game scene.
The graph is composed of groups and nodes. Transformations are
accumulated as the tree is walked.
** DONE Scripting
Provide a way for users to easily script 2D games using coroutines
and a scheduler.
- [X] Coroutines
- [X] Agenda
** DONE Vectors and matrices
Vectors and matrices are needed constantly for games. Provide an
easy-to-use module that provides procedures for common
vector/matrix math operations
- [X] Vectors
- [X] Matrices
** DONE Fonts
- [X] Write wrappers for needed FTGL functions
- [X] Write font rendering procedures
** DONE Sound
Provide helpful wrappers around SDL sound procedures?
** TODO A* pathfinding
A* is a commonly used pathfinding algorithm for games. Pathfinding
is such a common task that it would be nice to provide users with
a generic implementation.
** TODO Bounding box collision detection
Most games need simple bounding box collision detection. Provide an
efficient implementation that uses quad trees.
- [X] Rect module
- [ ] Quadtree module (needs more thought, a purely functional data
structure would be preferable)
** TODO Particle systems
Provide a highly configurible particle simulation system.
- [ ] Investigate ways to make it fast. Use guile-compost for
performance reasons.
** DONE Asset Management
- [X] Live asset reloading
** TODO Keymaps
Provide an Emacs-like way of defining key combinations so that
multi-button input is easy for users.
- [ ] Abstract away input methods
Controls can be bound to keys, mouse, whatever
- [ ] Basic sequences
Press A then B
- [ ] Simultaneous key presses
Press A and B at the same time
- [ ] Composing sequences
Press A then B + C
- [ ] Timeouts
Press A then B then C within 15 frames time
- [ ] Sequences with actions along the way
Press A to kick, then forward + B to uppercut, within 30 frames
time.
** TODO GUI widgets
Provide a set of common graphical widgets such as buttons, scroll
bars, and sliders.
** DONE REPL
Provide a REPL that plays nice with the game loop. Easier said than
done.
- [X] Modify Guile's REPL to work with the game loop
- Short-term solution that *mostly* works
- [X] Write a new REPL that runs in the current thread
- Use coroutines
- Read user input from a separate thread so as to not block the
main thread
- Will be available in Guile 2.0.10!
** TODO Shaders
- [X] Shader data type
- [ ] Scheme -> GLSL compiler
Port http://wiki.call-cc.org/eggref/4/glls to guile?
** DONE Upgrade to SDL2
- Write necessary bindings and release [[https://git.dthompson.us/guile-sdl2.git][guile-sdl2]].
- Replace freeimage with sdl_image 2.0
** TODO "Nine patches"
Images that have a resizable central area but fixed width/height
edges. See [[https://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch][this Android document]] for details.
** TODO Job control for agenda
Allow for pausing and cancelling jobs.
** TODO Async/threaded signals?
Not sure how to do this as some things, such as SDL and OpenGL
calls, *must* be done in the main thread. Maybe signals should
just stay synchronous.
** TODO Smooth animation helper
Remove the temporal aliasing in animation by interpolating between
current and previous state of animated objects.
** TODO Bitmap font rendering from tileset
Some fonts aren't available in TTF format, only as a tileset image.
It would very useful for 2D games to be able to render these. Even
better if the font rendering procedures are made polymorphic to
handle this new type of font.
** TODO Geometry combinators
A functional interface for composing complex geometry from the
simple building block of triangles. A square is 2 triangles, a
cube is 6 squares, etc. A triangle has 3 vertices with a
particular winding.
** TODO 3D model file loader
Use guile-assimp to support loading many 3D model file formats.
** TODO Lighting
Ambient, point, directional, etc.
** TODO Multi-pass rendering pipelines
It's possible to do multi-pass rendering now by binding
framebuffers, shaders, etc. and running the same rendering code
again, but there's probably some nicer abstraction that could clean
this up.
** TODO Instanced rendering
A nice optimization when rendering the same mesh a bunch of times.
* Improvements
** TODO Clean up imperative rendering API
The functional, monadic rendering API is nice and clean, but the
low-level imperative API is very messy. Perhaps it could use some
syntactic sugar for all of the "call-with-foo" forms. Also, a
naming convention needs to clearly differentiate procedures/macros
in the imperative API from those in the high-level API.
Originally, I didn't expect users to really ever have to use the
imperative API, but the introduction of sprite batches has made me
realize that writing custom low-level rendering routines will be
common enough to merit a nice API.
** DONE Allow modules to declare state via signals, including OpenGL resources
This is a tricky one. The major headache with my Lisp Game Jam
attempt was that the signal framework had to be abandoned
*everywhere* except the top-level environment of the script that
starts the game loop. The reason for this was that the game state
typically required that the SDL window was opened and the OpenGL
context was available in order to work. Thus, at the top-level, we
first had to open a window and only then could we define signals.
The goal here would be to eliminate this major restriction so that
a game can be factored into many Guile modules and still declare
time varying state with signals. One important consequence here is
that all OpenGL resources *must* be declared as signals that wait
for the game loop to start before loading.
** TODO Use a single OpenGL resource guardian structure
This will deduplicate code amongst all Scheme data types that wrap
OpenGL resources, because right now each one uses its own separate
guardian.
** TODO Separate vertex arrays from meshes
Currently, a mesh is a vertex array. This is bad because vertex
arrays are useful in situations where the static mesh abstraction
isn't a good fit, such as with sprite batches. Therefore, a vertex
array should have its own dedicated data type that both meshes and
sprite batches use in their respective implementations.
** TODO inotify-based live reloading
Better than periodically making 'stat' calls in a loop.
** DONE Pure Scheme 4x4 matrix multiplication implementation
Guile 2.1.2's float unboxing optimizations should enable this to be
both fast and not allocate so much. The GSL dependency can be
removed (yay!) once this is complete. Be sure to use Guile's ,x
metacommand to view the disassembly to ensure that the necessary
optimizations are indeed being used.
* Documentation
** TODO Document rendering API
I can't settle on a rendering API, so I haven't bothered making
good docs for it. Once the above rendering tasks are complete,
it's probably safe to write docs.
** TODO Write a tutorial
Walk a beginner through the basic features of Sly and establish a
simple development workflow.
- Start the game loop
- Render a sprite
- Move the sprite
- Live hack
* Bugs
* Releases
** DONE 0.1 Release
A 0.1 release was made under the project's old name, guile-2d. Now
that things have changed so drastically and the name has been
changed, a new 0.1 release will be made.
- [X] New REPL server
Use the (system repl coop-server) module in Guile 2.0.11.
- [ ] Screencast
- [-] Relatively complete documentation (it's a start)
- [X] Clean up font module
- [X] Add GLSL shaders
- [X] Finish FRP module
- [X] Make basic webpage with HTML docs
- [X] Basic rendering (must support sprites and text)
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