Merge branch 'main' of yibble.dev:bulmanator/ld58

Fixed conflicts
Added "code" directory for include to make it easier to include core
headers
Stopped warnings (probably cl specific)
This commit is contained in:
2025-10-04 21:58:14 +01:00
19 changed files with 366 additions and 20 deletions

24
code/.vscode/launch.json vendored Normal file
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@@ -0,0 +1,24 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Debug 'main.c' Project",
"type": "cppdbg",
"request": "launch",
"program": "${workspaceFolder}/../build/ldebug",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"MIMode": "gdb",
"setupCommands": [
{
"description": "Enable pretty printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": true
}
],
"preLaunchTask": "Build"
}
]
}

20
code/.vscode/tasks.json vendored Normal file
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@@ -0,0 +1,20 @@
{
"version": "2.0.0",
"tasks": [
{
"label": "Build",
"type": "shell",
"command": "/home/matt/Repos/ld58/linux",
"group": {
"kind": "build",
"isDefault": true
},
"presentation": {
"reveal": "never"
},
"problemMatcher": [
"$gcc"
]
}
]
}

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@@ -71,6 +71,8 @@
#pragma warning(disable : 4201)
#elif OS_LINUX
#include <dlfcn.h>
#include <sys/mman.h>
#include <unistd.h>
#endif
#endif // LD_CORE_PLATFORM_H_

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@@ -29,6 +29,18 @@ struct Str8 {
U8 *data;
};
typedef struct V2f V2f;
struct V2f {
F32 x;
F32 y;
};
typedef struct V2i V2i;
struct V2i {
U32 x;
U32 y;
};
#define U8_MAX ((U8) -1)
#define U16_MAX ((U16) -1)
#define U32_MAX ((U32) -1)

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@@ -6,23 +6,25 @@
#include <stb_image.h>
#include "core/core.h"
#include "core/types.h"
#include "os/core.h"
#include "vulkan/core.h"
#include "game/core.h"
int main(int argc, char **argv) {
(void) argc;
(void) argv;
if (!SDL_Init(SDL_INIT_VIDEO)) {
if (!SDL_Init(SDL_INIT_VIDEO))
{
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
return 1;
}
SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (!window) {
if (!window)
{
printf("[Error] :: Failed to create window (%s)\n", SDL_GetError());
return 1;
}
@@ -58,11 +60,21 @@ int main(int argc, char **argv) {
}
bool running = true;
while (running) {
Player player;
player.pos.x = 0;
player.pos.y = 0;
while (running)
{
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) { running = false; }
while (SDL_PollEvent(&e))
{
PlayerUpdate(&e, &player);
if (e.type == SDL_EVENT_QUIT)
{
running = false;
}
}
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
@@ -148,6 +160,7 @@ int main(int argc, char **argv) {
vk.CmdEndRendering(cmd);
Vk_FrameEnd();
}

18
code/game/aabb.h Normal file
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@@ -0,0 +1,18 @@
#if !defined(LD_GAME_AABB_H_)
#define LD_GAME_AABB_H_
#include "../core/types.h"
#include "../core/macros.h"
typedef struct AABB AABB;
struct AABB {
V2f pos;
V2f size;
};
function bool AABB_Collide(AABB a, AABB b);
function bool AABB_Point(AABB a, V2f v);
#endif // LD_GAME_AABB_H_

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@@ -1,4 +1,3 @@
void G_ImagesLoad(G_State *game) {
M_TempScope(0, 0) {
FS_List assets = FS_PathList(temp.arena, S("assets"));
@@ -193,3 +192,7 @@ void G_PipelinesLoad(G_State *game) {
Vk_PipelineCreate(basic);
}
#include "impl/aabb.c"
#include "impl/nav.c"
#include "impl/player.c"

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@@ -31,4 +31,10 @@ struct G_State {
function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game);
#include "aabb.h"
#include "player.h"
#include "nav.h"
#include "npc.h"
#include "world.h"
#endif // LD_GAME_CORE_H_

15
code/game/impl/aabb.c Normal file
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@@ -0,0 +1,15 @@
#include "game/aabb.h"
#include "core/types.h"
bool AABB_Collide(AABB a, AABB b) {
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
return collision_x && collision_y;
}
bool AABB_Point(AABB a, V2f v) {
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
return collision_x && collision_y;
}

101
code/game/impl/nav.c Normal file
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@@ -0,0 +1,101 @@
#include "game/nav.h"
#include "core/types.h"
#include <stdio.h>
#define MAX_UNFINISHED 128
typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState{
bool visited;
U64 distance;
U32 shortest;
bool addedToUnvisited;
};
typedef struct navSearchState navSearchState;
struct navSearchState{
navSearchNodeState nodeStates[NAV_MAX_NODES];
};
navSearchState initState(U32 start, U32 meshSize) {
navSearchState state = {};
for(U32 i = 0; i < meshSize; i++) {
state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false;
// underflow to the max :)
state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].shortest = 0;
}
state.nodeStates[start].distance = 0;
return state;
}
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) {
U32 lowest = U32_MAX;
U32 lowestI = U32_MAX;
bool startFound = false;
for(U32 i = *offset; i < unfinishedCount; i++) {
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
if(checkNode.visited) {
if(!startFound) {
*offset = i;
}
continue;
}
startFound = true;
if (lowest > checkNode.distance) {
lowest = cast(U32) checkNode.distance;
lowestI = unfinishedIndexes[i];
}
}
return lowestI;
}
// Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh mesh, U32 start, U32 end) {
navSearchState state = initState(start, mesh.nodeCount);
U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
// I don't want to spend time removing items from
// the unfinished nodes, so when checking for a lowest
// if I find the first N items have been checked, I'll mark
// an offset to skip the first N items.
U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start;
bool found = false;
while(!found) {
for(int connectionI = 0 ; connectionI < mesh.nodes[lowestNodeIndex].connectionCount; connectionI++) {
NavConnection connection = mesh.nodes[lowestNodeIndex].connections[connectionI];
navSearchNodeState *testNode = &state.nodeStates[connection.NodeIndex];
if(testNode->visited) {continue;}
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection.Cost);
distance += cast(U32) (mesh.nodes[end].pos.x - mesh.nodes[connection.NodeIndex].pos.x);
distance += cast(U32) (mesh.nodes[end].pos.y - mesh.nodes[connection.NodeIndex].pos.y);
if(testNode->distance > distance) {
testNode->distance = distance;
testNode->shortest = lowestNodeIndex;
}
if(!testNode->addedToUnvisited) {
unfinishedIndexes[unfinishedCount] = connection.NodeIndex;
unfinishedCount++;
testNode->addedToUnvisited = true;
}
}
state.nodeStates[lowestNodeIndex].visited = true;
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
if(lowestNodeIndex == end) {
found = true;
}
}
NavPath res_path = {0};
U32 index = end;
while(index!=start) {
res_path.indexes[res_path.nodeCount] = index;
res_path.nodeCount++;
index = state.nodeStates[index].shortest;
}
res_path.indexes[res_path.nodeCount] = start;
res_path.nodeCount++;
return res_path;
}

22
code/game/impl/player.c Normal file
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@@ -0,0 +1,22 @@
#include "../player.h"
void PlayerUpdate(SDL_Event *event, Player *player)
{
SDL_KeyboardEvent key = event->key;
if (key.key == SDLK_W)
{
player->pos.y += 10;
}
if (key.key == SDLK_A)
{
player->pos.x -= 10;
}
if (key.key == SDLK_D)
{
player->pos.x += 10;
}
if (key.key == SDLK_S)
{
player->pos.y -= 10;
}
}

40
code/game/nav.h Normal file
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@@ -0,0 +1,40 @@
#if !defined(LD_GAME_NAV_H_)
#define LD_GAME_NAV_H_
#include "core/types.h"
#include "core/macros.h"
#define NAV_MAX_PATH 1024
#define NAV_MAX_CONNECTIONS 8
#define NAV_MAX_NODES 4096
typedef struct NavNode NavNode;
typedef struct NavConnection NavConnection;
struct NavConnection{
F32 Cost;
U32 NodeIndex;
};
struct NavNode {
V2f pos;
U8 connectionCount;
NavConnection connections[NAV_MAX_CONNECTIONS];
};
typedef struct NavPath NavPath;
struct NavPath {
U32 nodeCount;
U32 indexes[NAV_MAX_PATH];
};
typedef struct NavMesh NavMesh;
struct NavMesh{
U32 nodeCount;
NavNode nodes[NAV_MAX_NODES];
};
function NavPath Nav_Path(NavMesh mesh, U32 start, U32 end);
#endif

10
code/game/npc.h Normal file
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@@ -0,0 +1,10 @@
#if !defined(LD_GAME_NPC_H_)
#define LD_GAME_NPC_H_
#include "aabb.h"
typedef struct NPC NPC;
struct NPC {
AABB collision;
};
#endif // LD_GAME_NPC_H_

17
code/game/player.h Normal file
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@@ -0,0 +1,17 @@
#if !defined(LD_GAME_PLAYER_H_)
#define LD_GAME_PLAYER_H_
#include "../core/types.h"
#include "../core/macros.h"
#include <SDL3/SDL_events.h>
typedef struct Player Player;
struct Player
{
V2f pos;
};
function void PlayerUpdate(SDL_Event *event, Player *player);
#endif // LD_GAME_PLAYER_H_

10
code/game/world.h Normal file
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@@ -0,0 +1,10 @@
#if !defined(LD_GAME_WORLD_H_)
#define LD_GAME_WORLD_H_
typedef struct World World;
struct World {
NPC npcs[128];
U32 npcCount;
};
#endif // LD_GAME_WORLD_H_

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@@ -1,5 +1,7 @@
#if OS_WINDOWS
#include "impl/windows/core.c"
#elif OS_LINUX
#include "impl/linux/core.c"
#endif

31
code/os/impl/linux/core.c Normal file
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@@ -0,0 +1,31 @@
U64 VM_PageSize() {
U64 result = getpagesize();
return result;
}
U64 VM_AllocationGranularity() {
U64 result = getpagesize();
return result;
}
void *VM_Reserve(U64 size) {
void *addr = mmap(0, size, PROT_NONE, MAP_ANON | MAP_PRIVATE, -1, 0);
void *result = (addr == MAP_FAILED) ? 0 : addr;
return result;
}
B32 VM_Commit(void *base, U64 size) {
B32 result = mprotect(base, size, PROT_READ | PROT_WRITE) == 0;
return result;
}
void VM_Decommit(void *base, U64 size) {
mprotect(base, size, PROT_NONE);
}
void VM_Release(void *base, U64 size) {
munmap(base, size);
}

2
linux
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@@ -37,7 +37,7 @@ fi
echo "[Building source]"
COMPILER_OPTS="-Wall -Wno-missing-braces -I'deps/stb'"
COMPILER_OPTS="-Wall -Wno-missing-braces -Wno-unused-function -I'deps/stb'"
LINKER_OPTS="-lSDL3"
if [[ $release == 1 ]]

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@@ -67,7 +67,7 @@ glslangValidator -o "assets\shaders\basic.frag.spv" --target-env vulkan1.3 "..\c
ECHO [Building source]
SET COMPILER_OPTS=-nologo -W4 -I"deps\SDL3\include" -I"deps\stb" -I"%VULKAN_SDK%\Include"
SET COMPILER_OPTS=-nologo -W4 -I"deps\SDL3\include" -I"deps\stb" -I"%VULKAN_SDK%\Include" -I"..\code"
SET LINKER_OPTS=-LIBPATH:"deps\SDL3\lib" SDL3.lib
IF %release% equ 1 (