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update README
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117
README.md
117
README.md
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@ -4,9 +4,9 @@ a free and open source games framework
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> [!WARNING]
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> [!WARNING]
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> This project is in early development and is not yet ready for use.
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> This project is in early development and is not yet ready for use.
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>
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>
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> It could be potentially used to make something very basic in a very hacky way but it is not a good experience
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> It could be potentially used to make something very basic in a very hacky way, but it is not a good experience
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>
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>
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> Installation is manual as of right now but if it reaches an exaptable state I will publish the crate
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> Installation is manual as of right now but if it reaches an acceptable state I will publish the crate
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## Recommended setup
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## Recommended setup
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@ -26,10 +26,10 @@ project
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```
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```
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```toml
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```toml
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# Cargo.toml
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# Cargo.toml
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# ...
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# ...
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[dependencies]
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[dependencies]
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comet = { path = "crates/comet" }
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comet = { path = "path/of/the/comet/crate" }
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# ...
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# ...
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```
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```
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@ -40,9 +40,9 @@ use comet::prelude::*;
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struct GameState {}
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struct GameState {}
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impl GameState {
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impl GameState {
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pub fn new() -> Self {
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pub fn new() -> Self {
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Self {}
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Self {}
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}
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}
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}
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}
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// This function will be called once before the event loop starts
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// This function will be called once before the event loop starts
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@ -50,14 +50,14 @@ fn setup(app: &mut App, renderer: &mut Renderer2D) {}
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// This function will be called every tick
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// This function will be called every tick
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fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {}
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fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {}
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fn main() {
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fn main() {
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App::new() // Generate a basic 2D app
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App::new() // Generate a basic 2D app
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.with_preset(App2D) // Pre-registers the `Transform2D` component in the world
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.with_preset(App2D) // Pre-registers the `Transform2D` component in the world
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.with_title("Comet App") // Sets the window title
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.with_title("Comet App") // Sets the window title
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.with_icon(r"resources/textures/comet_icon.png") // Sets the window icon
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.with_icon(r"resources/textures/comet_icon.png") // Sets the window icon
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.with_size(1920, 1080) // Sets the window size
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.with_size(1920, 1080) // Sets the window size
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.with_game_state(GameState::new()) // Adds a custom game state struct
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.with_game_state(GameState::new()) // Adds a custom game state struct
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.run::<Renderer2D>(setup, update) // Starts app
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.run::<Renderer2D>(setup, update) // Starts app with the given
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}
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}
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```
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```
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@ -70,65 +70,32 @@ use fs_extra::dir::CopyOptions;
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use std::env;
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use std::env;
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fn main() -> Result<()> {
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fn main() -> Result<()> {
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println!("cargo:rerun-if-changed=resources/textures/*");
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println!("cargo:rerun-if-changed=resources/textures/*");
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println!("cargo:rerun-if-changed=resources/shaders/*");
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println!("cargo:rerun-if-changed=resources/shaders/*");
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let out_dir = env::var("OUT_DIR")?;
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let out_dir = env::var("OUT_DIR")?;
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let mut copy_options = CopyOptions::new();
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let mut copy_options = CopyOptions::new();
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copy_options.overwrite = true;
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copy_options.overwrite = true;
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let mut paths_to_copy = Vec::new();
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let mut paths_to_copy = Vec::new();
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paths_to_copy.push("resources/textures/");
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paths_to_copy.push("resources/textures/");
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paths_to_copy.push("resources/shaders/");
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paths_to_copy.push("resources/shaders/");
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copy_items(&paths_to_copy, out_dir, ©_options)?;
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copy_items(&paths_to_copy, out_dir, ©_options)?;
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Ok(())
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Ok(())
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}
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}
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```
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```
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## Todo
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## Todo
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(not ordered by importance)
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(not ordered by importance)
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- [x] Fixed update steps (60 updates per second right now)
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- [ ] (out of the box) Rendering
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- [ ] Rendering
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- [x] 2D
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- [x] Textures
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- [ ] 3D
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- [ ] Meshes
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- [ ] Normal maps
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- [x] Texture Atlas
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- [x] Shaders
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- [ ] Materials
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- [ ] Text
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- [ ] Particles
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- [ ] Animations
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- [ ] Lighting
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- [ ] UI
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- [ ] Buttons
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- [ ] Input
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- [ ] Post-processing
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- [ ] Multiple render passes
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- [ ] Individual effects
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- [ ] Sound
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- [ ] Input
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- [ ] Universal input manager
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- [x] Keyboard
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- [x] Mouse
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- [ ] Gamepad
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- [x] ECS
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- [x] Components
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- [x] Entities
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- [x] Archetypes
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- [x] World
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- [ ] Scene
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- [ ] loading
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- [ ] saving
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- [ ] Physics
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- [ ] 2D
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- [ ] 2D
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- [x] texture rendering
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- [x] world rendering
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- [ ] 3D
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- [ ] 3D
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- [x] Plugin System (at least right now)
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- [ ] Particles
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- [x] Adding custom game state struct
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- [ ] Post-processing
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- [x] Adding custom renderer
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- [ ] Math
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- [ ] Math
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- [x] Vectors
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- [x] Vectors
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- [x] Matrices
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- [x] Matrices
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@ -137,14 +104,18 @@ fn main() -> Result<()> {
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- [ ] Bezier curves
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- [ ] Bezier curves
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- [x] Easing functions
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- [x] Easing functions
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- [ ] Noise
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- [ ] Noise
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- [ ] White
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- [ ] Perlin
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- [ ] Simplex
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- [ ] Worley
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- [ ] Fractal
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- [ ] Cellular
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- [ ] Gradient
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- [ ] Value
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- [ ] Cubic
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- [ ] Ray-casting
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- [ ] Ray-casting
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- [ ] Pathfinding
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- [ ] Pathfinding
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- [ ] ECS
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- [x] Components
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- [x] Entities
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- [x] Archetypes
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- [ ] World
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- [x] general management
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- [ ] saving
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- [ ] loading
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- [ ] Input
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- [ ] Sound
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- [ ] Physics
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- [x] Basic Plugin System
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- [x] Custom Renderer
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