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# Frequently Asked Questions | ||
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<!-- Basic details --> | ||
## What is the purpose of Starlight Engine? | ||
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The purpose of this project is to provide tools to build voxel-based games. The project has the following goals in mind: | ||
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- **Modularity**: The project is designed to be modular, so that you can easily add or remove features. | ||
- **Performance**: The project is designed to be performant, so that you can build large worlds. | ||
- **Capability**: The project is designed to be capable, so that you can build complex games. | ||
- This includes features like the ability to handle immense amounts of blocks, entities, and more. | ||
- This also includes features like the ability to change *all aspects* of the game through scripting. | ||
- **Ease of Use**: The project is designed to be easy to use, so that you can quickly build your game. | ||
- **Developer-Friendly**: The project is designed to be developer-friendly. We aim to provide extensive developer tools and debugging features. | ||
- We include and use the `egui` library for runtime debugging tools. | ||
- With them, we allow you to track various aspects of the game, such as the state of the world, the state of the game, and more - Visualized in real-time. | ||
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## What is the current state of Starlight Engine? Is it ready for use? | ||
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Starlight Engine is not yet ready for use. The project is still very early development (it begun mid-December of 2024), | ||
and... Well, it can't run *anything* yet, we're still experimenting with the engine's design and features. | ||
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<!-- FLOSS details --> | ||
## What is the license of Starlight Engine? | ||
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This project is licensed under the GNU General Public License v3.0. You can find the license in the `LICENSE` file in the root of the repository. | ||
Too long? This means that you can use this project for free, but you must share any changes you make to the project with others, | ||
and you must attribute. | ||
You can still use it commercially. | ||
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## Is Starlight Engine free? | ||
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Yes, this project is free. You can use it for free, modify it for free, and distribute it for free. You can also use it commercially. | ||
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***If someone is selling Starlight Engine to you, unmodified, with no other inclusions, packaged material or software, you are being scammed***. Report it to the project maintainers, or the platform you are on. | ||
You are not being scammed if Starlight Engine is being sold as part of a larger package, such as a game, however. | ||
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## Is Starlight Engine open-source? | ||
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It's not only free as in free beer, but also free as in freedom (libre). This project is open-source, which means that you can view the source code, modify it, and distribute it. You can also use it commercially. | ||
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## Can I contribute to Starlight Engine? | ||
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Yes, you can contribute to this project. You can contribute by submitting a pull request, opening an issue, or discussing it in Discussions. You can also contribute by sharing the project with others, or simply by using it and showing what you've made. | ||
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Also, we develop some of the dependencies, or at least contribute to some them. If you see a problem with one of the dependencies, you can contribute to that as well. | ||
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## What kind of games can I build with Starlight Engine? | ||
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Starlight Engine is primarily tailored towards making cubic voxel-based games - The classic example of the *kind* of game you can make with Starlight Engine is Minecraft. However, you are not locked into making Minecraft clones - you can make any kind of game you like, as long as it is voxel-based. | ||
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There may be some features added later to allow custom management of voxel shapes, but for now, it is limited to world voxels. | ||
So games like StarMade and Space Engineers? Not possible. Games like Minecraft, 7 Days to Die, and so on? Absolutely. | ||
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<!-- Story --> | ||
## Where did you get this idea? | ||
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The idea for this project came from developers who got agitated by shortcomings in other similar voxel engines - Luanti, previously known as Minetest, being the most notable one. The developers wanted to create a voxel engine that was more modular, performant, and capable than existing engines. | ||
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Starlight Engine aims to provide compatibility, or at least optional compatibility, with Luanti, so that developers can easily port their mods and games to Starlight Engine. | ||
This feature is not yet implemented, but is planned. | ||
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<!-- Is this X? --> | ||
## Is this Minecraft? | ||
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No, this is not Minecraft. This project is a voxel engine, which means that it is a tool to build games with blocks. Minecraft is a game that uses a voxel engine to build a game. This project is not a game, but a tool to build games. | ||
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<!-- What can I make? --> | ||
## Can I use this project to build a game like Minecraft? | ||
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Not in its current state, but yes, you can use this project to build a game like Minecraft. Potentially even identical to Minecraft. However, you must be aware of the following: | ||
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- You must not use any assets, code, etc from Minecraft in your game. Cloning Minecraft is fine, *copying* Minecraft is not. | ||
- You can *recommend* Minecraft, or that users adapt Minecraft textures ***locally***, just don't distribute them. | ||
- You can say it's a "Minecraft *clone*" if you like. | ||
- You should not use the name "Minecraft" for your game, since it is a trademarked name. | ||
- Avoid using the Creeper, as it (at least supposedly) is a trademarked character due to its recognizability and brand association. | ||
- Read Mojang's guidelines for any other restrictions. |
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# World Pipeline documentation | ||
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This document describes the world pipeline, which is the process of generating and presenting the world in the game. | ||
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## Overview | ||
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The world pipeline has these steps: | ||
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1. ***Scripting Engine***: The scripting engine is responsible for managing and running mod/game code. | ||
> Mutates: Game state, World state | ||
> May *immediately* cause generation/loading of chunks. | ||
- Submits `ObservationInShouldLoad` events to the event queue if a chunk was loaded/generated by this. | ||
- Submits `WorldChunkUpdate` events to the event queue if a chunk was updated by this, but also already existed. | ||
2. ***Observation***: We start by determining what the player can see, and from this determine what is to be loaded and what is to be unloaded. | ||
> No mutations | ||
- Consumes `ObservationInShouldLoad` | ||
- Submits `ObservationLoad` and `ObservationUnload` | ||
3. ***Management***: We orchestrate the storage of chunks in the world, and keep track of what is loaded and what is not. | ||
> This is responsible for maintaining a buffer of loaded chunks around those presented. | ||
- Consumes `ObservationLoad` and `ObservationUnload` | ||
- Submits `WorldMgrLoad` and `WorldMgrUnload` | ||
4. ***Population***: We load or generate contents of chunks into memory. | ||
> Mutates: World chunk list | ||
- Consumes `WorldMgrLoad` | ||
- If we successfully generate a chunk, Submits a `WorldGenGenerateSuccess` event to the event queue. | ||
- If we successfully load a chunk from storage, Submits a `WorldGenRestoreSuccess` event to the event queue. | ||
- Either way, we also submit a `WorldGenLoadSuccess` event to the event queue. | ||
5. ***Simulation***: Simulate the world, mutating the state of chunks. | ||
> Mutates: World chunk content state | ||
> We iterate over all loaded chunks and simulate them. | ||
- Submits one or more `WorldChunkUpdate` events to the event queue if a chunk is updated. | ||
6. ***Cleanup***: We unload chunks that are no longer needed gracefully. | ||
> Mutates: Persistent storage | ||
- Consumes `WorldMgrUnload` | ||
- Submits `WorldCleanUnloadSuccess` events to the event queue. | ||
7. ***Physics***: We simulate the physics of entities in the world. | ||
> Mutates: Entity state | ||
- Consumes no events. | ||
- Submits `WorldPhysCollisionWithEntity` events to the event queue if entities collide with each other. | ||
- Submits `WorldPhysCollisionWithWorld` events to the event queue if entities collide with the world. | ||
8. ***(CLIENT) Presentation***: We manage what chunks needs to be drawn. | ||
> No mutations | ||
- Consumes `WorldGenLoadSuccess` and `WorldCleanUnloadSuccess` | ||
- Consumes `WorldChunkUpdate` | ||
- Submits `WorldPresentationAdd` and `WorldPresentationRemove` events to the event queue. | ||
- Submits `WorldPresentationUpdate` events to the event queue if an existing chunk is updated (mutually exclusive with `WorldPresentationAdd`). | ||
9. ***(CLIENT) Meshing***: We generate meshes for chunks that need to be drawn and commit them to Bevy Engine. | ||
> Mutates: Bevy Engine ECS | ||
- Consumes `WorldPresentationAdd` | ||
> Generates a mesh for the chunk and adds it to the ECS Waypoint 1as an entity. | ||
- Consumes `WorldPresentationRemove` | ||
> Removes the mesh entity from the ECS. | ||
- Consumes `WorldPresentationUpdate` | ||
> Fetches the chunk from the ECS and updates the mesh. |
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/// # World Observation Module | ||
/// | ||
/// The world observation module is responsible for observing the world and determining which chunks should be loaded and unloaded. | ||
/// See docs/technical/world_pipeline.md for more details | ||
/// | ||
/// ## Fires | ||
/// | ||
/// - `ObservationLoadEvent`: When a chunk should be loaded | ||
/// - `ObservationUnloadEvent`: When a chunk should be unloaded | ||
/* -------------------------------------------------------------------------- */ | ||
/* Misc */ | ||
/* -------------------------------------------------------------------------- */ | ||
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)] | ||
enum WorldObserverStatus { | ||
NeedsRefresh, | ||
FromPosition(WorldChunkCoordinate), | ||
} | ||
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/// A component that observes the world. | ||
/// | ||
/// When this is attached to an entity, the entity will be able to observe the world chunks, which will be loaded and unloaded as needed | ||
#[derive(Component, Debug)] | ||
pub struct WorldObserver { | ||
pub status: WorldObserverStatus, | ||
pub view_distance: i32, | ||
} | ||
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impl WorldObserver { | ||
pub fn new() -> Self { | ||
Self { | ||
status: WorldObserverStatus::NeedsRefresh, | ||
view_distance: 3, | ||
} | ||
} | ||
} | ||
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/* -------------------------------------------------------------------------- */ | ||
/* Events */ | ||
/* -------------------------------------------------------------------------- */ | ||
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/// An event that signals that a chunk should be loaded (or generated), since the observation module deems it so | ||
#[derive(Event, Debug)] | ||
pub struct ObservationLoadEvent { | ||
chunk_pos: WorldChunkCoordinate | ||
} | ||
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/// An event that signals that a chunk should be unloaded, since the observation module deems it so | ||
#[derive(Event, Debug)] | ||
pub struct ObservationUnloadEvent { | ||
chunk_pos: WorldChunkCoordinate | ||
} | ||
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/* -------------------------------------------------------------------------- */ | ||
/* Plugin */ | ||
/* -------------------------------------------------------------------------- */ | ||
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use bevy::{app::{App, Plugin, Startup, Update}, prelude::{Commands, Component, Entity, Event, Query, RemovedComponents, Resource, Transform}}; | ||
use egui::mutex::Mutex; | ||
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use crate::data::world::WorldChunkCoordinate; | ||
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use super::world_generator::GameWorld; | ||
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#[derive(Resource)] | ||
pub struct WorldObservationPluginState { | ||
pub debug_menu: bool | ||
} | ||
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pub struct WorldObservationPlugin { | ||
} | ||
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impl Plugin for WorldObservationPlugin { | ||
fn build(&self, app: &mut App) { | ||
// Add events | ||
app.add_event::<ObservationLoadEvent>(); | ||
app.add_event::<ObservationUnloadEvent>(); | ||
app.insert_resource(WorldObservationPluginState { | ||
debug_menu: false | ||
}); | ||
app.add_systems(Startup, sys_setup); | ||
app.add_systems(Update, sys_update); | ||
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} | ||
} | ||
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impl Default for WorldObservationPlugin { | ||
fn default() -> Self { | ||
WorldObservationPlugin {} | ||
} | ||
} | ||
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/* -------------------------------------------------------------------------- */ | ||
/* Basic systems */ | ||
/* -------------------------------------------------------------------------- */ | ||
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fn sys_setup() { | ||
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} | ||
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fn sys_update( | ||
mut commands: Commands, | ||
mut observers: Query<(Entity, &mut WorldObserver, &Transform)>, | ||
mut removed: RemovedComponents<WorldObserver>, | ||
world: Query<&GameWorld>, | ||
) { | ||
let world = world.single(); | ||
let commands = Mutex::new(&mut commands); | ||
for (entity, mut observer, transform) in observers.iter_mut() { | ||
let mut distance: i32 = 0; | ||
{ | ||
distance = observer.view_distance; | ||
} | ||
let status = &mut observer.status; | ||
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match status { | ||
WorldObserverStatus::NeedsRefresh => { | ||
// Refresh ALL chunks in a DISTANCE radius | ||
for x in -distance..distance { | ||
for y in -distance..distance { | ||
for z in -distance..distance { | ||
let x = x + world.prev_user_position.0 as i32; | ||
let y = y + world.prev_user_position.1 as i32; | ||
let z = z + world.prev_user_position.2 as i32; | ||
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let mut commands = commands.lock(); | ||
commands.send_event(ObservationLoadEvent { chunk_pos: WorldChunkCoordinate { x, y, z } }); | ||
} | ||
} | ||
} | ||
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observer.status = | ||
WorldObserverStatus::FromPosition(WorldChunkCoordinate::from_world( | ||
transform.translation.x, | ||
transform.translation.y, | ||
transform.translation.z, | ||
)); | ||
} | ||
WorldObserverStatus::FromPosition(pos) => { | ||
// Identify current position | ||
let tr = transform.translation; | ||
let current_pos = WorldChunkCoordinate::from_world(tr.x, tr.y, tr.z); | ||
if *pos != current_pos { | ||
// Identify chunks newly coming in and out of visibility, don't worry about chunks that stay in visibility | ||
let d_x = current_pos.x - pos.x; | ||
let d_y = current_pos.y - pos.y; | ||
let d_z = current_pos.z - pos.z; | ||
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// Identify newly visible chunks | ||
for x in -distance..distance { | ||
for y in -distance..distance { | ||
for z in -distance..distance { | ||
let x = x + current_pos.x; | ||
let y = y + current_pos.y; | ||
let z = z + current_pos.z; | ||
// AABB check | ||
if x < pos.x - distance | ||
|| x > pos.x + distance | ||
|| y < pos.y - distance | ||
|| y > pos.y + distance | ||
|| z < pos.z - distance | ||
|| z > pos.z + distance | ||
{ | ||
// Load chunk | ||
let mut commands = commands.lock(); | ||
commands.send_event(ObservationLoadEvent { chunk_pos: WorldChunkCoordinate { x, y, z } }); | ||
} | ||
} | ||
} | ||
} | ||
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// Identify no longer visible chunks | ||
for x in -distance..distance { | ||
for y in -distance..distance { | ||
for z in -distance..distance { | ||
let x = x + pos.x; | ||
let y = y + pos.y; | ||
let z = z + pos.z; | ||
if x < current_pos.x - distance | ||
|| x > current_pos.x + distance | ||
|| y < current_pos.y - distance | ||
|| y > current_pos.y + distance | ||
|| z < current_pos.z - distance | ||
|| z > current_pos.z + distance | ||
{ | ||
// Unload chunk | ||
let mut commands = commands.lock(); | ||
commands.send_event(ObservationUnloadEvent { chunk_pos: WorldChunkCoordinate { x, y, z } }); | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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*pos = current_pos; | ||
} | ||
} | ||
} | ||
} | ||
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/* -------------------------------------------------------------------------- */ | ||
/* Responder systems */ | ||
/* -------------------------------------------------------------------------- */ |