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Merge pull request #12 from alsamitech/dev
Improved logging, better documentation, and fixed nasty X Error
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*.cbp | ||
*.replit | ||
*.sln | ||
*.pro | ||
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# Swap files | ||
*.swp | ||
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Contributing to alsgm | ||
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By Sami Alameddine | ||
Contributing to AlsGM | ||
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So, you want to contribute to this game engine project? Please read this document before pull requesting. | ||
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Tips to make contributing easier: | ||
Read the docs to get the general idea on how the engine works. | ||
Go to the issues page on the GitHub repository ( https://github.com/alsamitech/alsgm ) to get ideas on what you might want to work on. | ||
If the issues page is empty, check the TODO to get more ideas on what you might want to work on. | ||
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I intentionally ignored the .locl directory so you can put something like a TODO file in that dierectory. This makes it easier to keep track of what it is you need to work. | ||
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Example of what a .locl/TODO might look like | ||
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Fix the bug at src/ExampleHeader.h - DONE | ||
I intentionally ignored the .locl directory so you can put something like another TODO file in that dierectory. This makes it easier to keep track of what it is you need to work on. | ||
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Add some better logging - IN PROGRESS | ||
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Guidelines: | ||
Please be respectful on the Github page and the wiki. |
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#version 330 core | ||
out vec4 FC; | ||
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uniform vec4 OC; | ||
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This is a place where files that have either been replaced by better versions or are not finished go | ||
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No worries, all files that are in here will either be deleted or be finished and retruned to the AlsGM source folder |
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AlsGM Documentation | ||
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AlsGM is a lib-style game engine. | ||
As of now, you have to directly include the source for AlsGM in your project's directory. | ||
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The AlsGM repository is meant to house all of the major components of AlsGM, even if they archived and not included AlsGM at the moment. the src/ directory contains the engine itself. If you plan on just using the AlsGM engine itself and none of the other goodies in the repostitory, move the rename the src directory to alsgm and include it in your project. | ||
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AlsGM is written in C++, and is only certified to work with clang++ and g++. | ||
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Now that we have acsess to AlsGM in our project, lets set it up. In your main project file (assuming it is in the home directory), include "alsgm/core.h". Note that you must all the dependencies specified in the README set up. At this point, you can go along and start using AlsGM... but DONT | ||
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What good is AlsGM if you're not going to configure the library to your liking? | ||
go to the config.h file and configure AlsGM according to your desires. | ||
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After that and reading the rest of the documentation, you're ready to go! | ||
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However, if you still want to check out some of the goodies AlsGM provides in it's central repository, here is a not-so-brief explinaton of what you can use in the repository | ||
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.experimental/ (formerly .yin/): Is where the AlsGM developers play around with new ideas. | ||
Shaders/: is where the Alsgm GLSL shaders are stored. For now, they aren't filled with much, but I am planning to write more GLSL shaders in the future. | ||
docs/: is where you are! this is the official AlsGM documentation, made to help people understand how AlsGM works without having to read through it's source code. | ||
scripts/: is where implementation assistance scripts live. These scripts do everything from setting up AlsGM-Based projects to building an AlsGM-based soloution. | ||
src/: Explained earlier. | ||
buildopts: Scritps that build AlsGM soloutions, along with Makefiles |
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#!/bin/sh | ||
# AlsGM Project Build Script | ||
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# I would make it g++, but this is fine for the sake of versatility | ||
CC=c++ | ||
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SOURCE=main.c | ||
TARGET=game.out | ||
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# -g for debug code, -o so it can return a result. Keep -g until you do a final compile. After that, it is STRONGLY reccomded you remove the -g flag | ||
PREFLAGS=-g -o | ||
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CFLAGS= | ||
LFLAGS=-lvulkan -lpthread -lX11 | ||
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if [ $# -eq 2 ] then | ||
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if (( $1 = 'REL' )) then | ||
$CC -o $TARGET $SOURCE $CFLAGS $LFLAGS | ||
fi | ||
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else | ||
$CC $PREFLAGS $TARGET $SOURCE $CFLAGS $LFLAGS | ||
fi |
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#ifndef ALSGM_ARR | ||
#define ALSGM_ARR | ||
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/* | ||
* AlsGM Dyanmic Array of any type | ||
* | ||
* uses a void** pointer | ||
* */ | ||
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#define darray_del(x) free(x) | ||
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#ifdef __cplusplus | ||
extern "C" { | ||
#endif | ||
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typedef struct DYANMIC_ARR_STRUCT{ | ||
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size_t size; | ||
size_t item_size; | ||
void** items; | ||
}darray_T; | ||
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darray_T* darr_alloc(size_t init_size){ | ||
darray_T* darray_i=(darray_T*)calloc(1, sizeof(darray_T)); | ||
darray_i->item_size=init_size; | ||
darray_i->size=0; | ||
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return darray_i; | ||
} | ||
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void* darr_append(darray_T* darray_i, void* item){ | ||
darray_i->size++; | ||
darray_i->items=(void**)realloc(darray_i->items, darray_i->size*darray_i->item_size); | ||
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darray_i->items[darray_i->size-1]=item; | ||
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return item; | ||
} | ||
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void darr_shift_left(darray_T* darray_i, int index){} | ||
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// Ill make a remove function later | ||
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void darr_free(darray_T* darray_i, void (*free_method)(void* item)){ | ||
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} | ||
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#ifdef __cplusplus | ||
} | ||
#endif | ||
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#endif // ALSGM_ARR |
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