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title = "souleng" | ||
template = "souleng.html" | ||
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<!doctype html> | ||
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<head> | ||
<meta charset="utf-8" /> | ||
<link rel="stylesheet" href="{{ get_url(path='souleng.css') }}" /> | ||
</head> | ||
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<body> | ||
<h1>Souleng</h1> | ||
<div class="links-container"> | ||
<a href="https://github.com/Spring24BuildingGameEngines/monorepo-soulwa/tree/main/finalproject" | ||
>github</a | ||
> | ||
| ||
<a href="https://soulware.us/souleng-doxygen">doxygen</a> | ||
| ||
<a href="{{ get_url(path='images/souleng.png') }}">architecture</a> | ||
</div> | ||
<br /> | ||
<br /> | ||
<video width="640" height="360" controls> | ||
<source src="{{ get_url(path='videos/finalvid.mp4') }}" type="video/mp4" /> | ||
</video> | ||
<p> | ||
<strong>Souleng</strong> is a component-based game engine which allows for the creation of games | ||
entirely in Python, utilizing the modern <code>pybind11</code> fork | ||
<a href="https://github.com/google/pybind11k" | ||
><strong><code>pybind11k</code></strong></a | ||
> | ||
to allow users to derive their own custom Components in Python and effortlessly interface with | ||
the C++ side of things. | ||
</p> | ||
<div class="img-container"> | ||
{% set ss1 = resize_image(path='static/images/ss1.png', width=376, height=213) %} | ||
<img src="{{ ss1.url }}" /> | ||
{% set ss2 = resize_image(path='static/images/ss2.png', width=381, height=213) %} | ||
<img src="{{ ss2.url }}" /> | ||
{% set ss3 = resize_image(path='static/images/ss3.png', width=588, height=333) %} | ||
<img src="{{ ss3.url }}" /> | ||
</div> | ||
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<h2>Running the engine</h2> | ||
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<p> | ||
You can build the engine on Linux with <code>build.sh</code>, provided in the | ||
<code>engine</code> directory. | ||
</p> | ||
<p> | ||
You can run the engine with <code>run.sh</code>, which will automatically set the | ||
<code>LD_LIBRARY_PATH</code> to be the <code>lib/</code> directory. You can also set this | ||
variable yourself and run the binary directly. The expected format is | ||
</p> | ||
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<pre> | ||
<code>$ ./run.sh <scene></code> | ||
</pre> | ||
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where the <i>scene</i> is either | ||
<ul> | ||
<li> | ||
a path to a Python file without the .py extension, ie. running | ||
<code>$ ./run.sh games/mario</code> would load and run the scene in the file | ||
<code>games/mario.py</code> | ||
</li> | ||
<li> | ||
a path to a file with the <code>.scenes</code> extension. This file should contain the | ||
relative path from itself to any number of Python files, specified as in the above bullet | ||
points. For example, the file <code>mario.scenes</code> with content | ||
<pre> | ||
<code> | ||
ui/mario_menu | ||
mario | ||
ui/game_over | ||
</code> | ||
</pre> | ||
would load the scenes in <code>ui/mario_menu.py</code>, <code>mario</code>, and | ||
<code>ui/game_over</code>, and would start running the scene in <code>ui/mario_menu.py</code> | ||
</li> | ||
</ul> | ||
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<h2>Python scripting</h2> | ||
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<p> | ||
To create a scene in Python, at minimum the following functions must be present in the script: | ||
</p> | ||
<ul> | ||
<li><code>scene_startup</code></li> | ||
<li><code>scene_shutdown</code></li> | ||
<li><code>scene_input</code></li> | ||
<li><code>scene_update</code></li> | ||
<li><code>scene_render</code></li> | ||
</ul> | ||
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<p>Custom components can be created as follows:</p> | ||
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<pre><code> | ||
import souleng as sw | ||
class Foo(sw.ScriptComponent): | ||
def __init__(): | ||
super().__init__() | ||
... | ||
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def input(): | ||
... # handle input here | ||
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def update(dt: float): | ||
... | ||
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def render(): | ||
... | ||
</code></pre> | ||
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<p> | ||
Custom functions can be written as well, but these functions must be overridden for the | ||
component to run code every frame, as the C++ engine will only call these functions. | ||
</p> | ||
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<p> | ||
Three additional submodules exist, to allow the user to interface with different systems in the | ||
game engine: | ||
</p> | ||
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<ul> | ||
<li> | ||
<code>input</code> - allows the user to query the input manager for keys pressed and mouse | ||
clicks | ||
<ul> | ||
<li> | ||
<code>get_key(key: str)</code> - returns an object for the <code>key</code> showing if | ||
it's been <code>pressed</code>, <code>held</code>, or <code>released</code> this frame | ||
</li> | ||
<li> | ||
<code>get_mouse_click()</code> - returns an object with mouse click data from the current | ||
frame | ||
<ul> | ||
<li> | ||
<strong><code>pressed</code></strong> - <code>True</code> if the mouse button was | ||
first pressed this frame | ||
</li> | ||
<li> | ||
<strong><code>held</code></strong> - <code>True</code> if the mouse button was held | ||
down this frame | ||
</li> | ||
<li> | ||
<strong><code>released</code></strong> - <code>True</code> if the mouse button was | ||
released this frame | ||
</li> | ||
<li> | ||
<strong><code>clicks</code></strong> - number of times the mouse was clicked this | ||
frame | ||
</li> | ||
<li> | ||
<strong><code>pos</code></strong> - vector with x and y for the current mouse position | ||
</li> | ||
<li> | ||
<strong><code>button</code></strong> - the mouse button pressed this frame | ||
</li> | ||
</ul> | ||
</li> | ||
<li> | ||
<code>get_mouse_motion()</code> - returns an object with mouse motion data from the | ||
current frame | ||
<ul> | ||
<li> | ||
<strong><code>motion</code></strong> - vector with x and y for the amount the mouse | ||
moved in each direction since the last time it was polled | ||
</li> | ||
<li> | ||
<strong><code>pos</code></strong> - vector with x and y for the current mouse position | ||
</li> | ||
</ul> | ||
</li> | ||
</ul> | ||
</li> | ||
<li> | ||
<code>render</code> - allows the user to call rendering methods necessary to run a scene, | ||
interfacing with SDL | ||
<ul> | ||
<li> | ||
<code>set_render_draw_color(r: int, g: int, b: int, a: int)</code> - sets the background | ||
color. equivalent to <code>SDL_SetRenderDrawColor</code> | ||
</li> | ||
<li> | ||
<code>render_clear()</code> - clears the rendering target. equivalent to | ||
<code>SDL_RenderClear</code> | ||
</li> | ||
<li> | ||
<code>render_present()</code> - presents rendered data to the screen. equivalent to | ||
<code>SDL_RenderPresent</code> | ||
</li> | ||
</ul> | ||
</li> | ||
<li> | ||
<code>director</code> - allows the user to change scenes | ||
<ul> | ||
<li> | ||
<code>change_scene(name: str)</code> - changes the current scene to the one specified by | ||
name | ||
</li> | ||
</ul> | ||
</li> | ||
</ul> | ||
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<p> | ||
The full list of available Python methods can be found in <code>engine/src/bindings.cpp</code>. | ||
</p> | ||
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<h2>Process and Postmortem</h2> | ||
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<p> | ||
My main inspiration for making Souleng was the video for the Eternal engine, linked as a good | ||
sample game engine in the final project repository. In their video demonstration, they showed | ||
games using Python components such that most of the game could just be scripted in Python. | ||
However, these components were a bit ad-hoc: they required the module and class name of the | ||
Python module to link properly. I wanted to improve on this idea, to create a seamless | ||
integration between the scripting side of the game engine and the actual components. | ||
</p> | ||
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<p> | ||
In order to do this, I looked more closely at how Pybind worked, and tried to understand exactly | ||
why it was not possible to inherit from components in Python, and then use them in C++. I ran | ||
into the issue of this not being possible when adapting Space Invaders for this new engine, but | ||
researching it shows that this would only happen if Python no longer held any references to the | ||
object being passed to C++. It would "slice" components, so that any Python specific logic was | ||
lost. A more modern fork of <code>pybind11</code> addressed this issue, so I opted to use that | ||
library and included it in my game engine. | ||
</p> | ||
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<p> | ||
Ultimately, my game engine accomplished what it set out to do, and I'm happy with that component | ||
of it. The game development process in Python has as much power as it did in C++, but all of the | ||
parts of the engine which require high performance can still run in C++, including the game loop | ||
itself. This engine also adds some smaller features onto the previous iteration, including | ||
support for spritesheets (swapping textures), loading multiple scenes, and much more | ||
comprehensive input handling (handling all keys, and mouse clicks/motion). | ||
</p> | ||
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<p> | ||
There was still a lot I wish I could've accomplished for this project, as much of it was spent | ||
understanding the internals of pybind rather than focusing on more user-friendly features. | ||
Scenes in the game engine can be layed out in <code>scene_startup</code> in Python, but there is | ||
no GUI editor to accomplish this. Additionally, I would've liked to had this GUI editor parse | ||
the AST for any Python scenes, to detect any custom components and allow users to add them | ||
through the editor, as with a game engine like Unity. I would also add some more builtin | ||
components, for things like sound and animation- sound would be something that C++ is needed | ||
for, but even something like animation could be implemented from Python, which would be a good | ||
showcase of the potential of this scripting feature. I would give more thought to the memory | ||
model used for the game engine, possibly using a memory arena to manage lifetimes rather than | ||
shared pointers, to allow for more granular control over the lifetimes of game objects. Finally, | ||
I would like to evaluate the way I was using singleton data structures- they felt necessary at | ||
times, but there might've been room for some other construct (maybe even just static classes, | ||
since they need to live for the lifetime of the program). | ||
</p> | ||
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<script src="{{ get_url(path='scripts/souleng.js') }}"></script> | ||
</body> |