Compare commits
4 Commits
raycast
...
394366480b
| Author | SHA1 | Date | |
|---|---|---|---|
|
394366480b
|
|||
|
8f148b6894
|
|||
|
7306c8fba4
|
|||
|
5cabf845b6
|
@@ -160,4 +160,46 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Random
|
||||||
|
|
||||||
|
Random Random_Seed(U64 seed) {
|
||||||
|
Random result = { seed };
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
U64 Random_Next(Random *rnd) {
|
||||||
|
U64 result = rnd->state;
|
||||||
|
|
||||||
|
result ^= (result << 13);
|
||||||
|
result ^= (result >> 7);
|
||||||
|
result ^= (result << 17);
|
||||||
|
|
||||||
|
rnd->state = result;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
F32 Random_F32(Random *rnd, F32 min, F32 max) {
|
||||||
|
F32 result = min + (Random_Unilateral(rnd) * (max - min));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
F64 Random_F64(Random *rnd, F64 min, F64 max) {
|
||||||
|
F64 result = min + (Random_Unilateral(rnd) * (max - min));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
U32 Random_U32(Random *rnd, U32 min, U32 max) {
|
||||||
|
U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
F32 Random_Unilateral(Random *rnd) {
|
||||||
|
F32 result = Random_Next(rnd) / (F32) U64_MAX;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
F32 Random_Bilateral(Random *rnd) {
|
||||||
|
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|||||||
@@ -4,6 +4,11 @@
|
|||||||
#define PI_F32 (3.14159265358979323846264338f)
|
#define PI_F32 (3.14159265358979323846264338f)
|
||||||
#define TAU_F32 (2.0f * PI_F32)
|
#define TAU_F32 (2.0f * PI_F32)
|
||||||
|
|
||||||
|
typedef struct Random Random;
|
||||||
|
struct Random {
|
||||||
|
U64 state;
|
||||||
|
};
|
||||||
|
|
||||||
typedef union V2f V2f;
|
typedef union V2f V2f;
|
||||||
union V2f {
|
union V2f {
|
||||||
struct {
|
struct {
|
||||||
@@ -114,4 +119,18 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
|
|||||||
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
|
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
|
||||||
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
|
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
|
||||||
|
|
||||||
|
// Random
|
||||||
|
|
||||||
|
function Random Random_Seed(U64 seed);
|
||||||
|
|
||||||
|
function U64 Random_Next(Random *rnd);
|
||||||
|
|
||||||
|
function F32 Random_F32(Random *rnd, F32 min, F32 max);
|
||||||
|
function F64 Random_F64(Random *rnd, F64 min, F64 max);
|
||||||
|
|
||||||
|
function U32 Random_U32(Random *rnd, U32 min, U32 max);
|
||||||
|
|
||||||
|
function F32 Random_Unilateral(Random *rnd);
|
||||||
|
function F32 Random_Bilateral(Random *rnd);
|
||||||
|
|
||||||
#endif // LD_CORE_MATH_H_
|
#endif // LD_CORE_MATH_H_
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
#if !defined(LD_DRAW_CORE_H_)
|
#if !defined(LD_DRAW_CORE_H_)
|
||||||
#define LD_DRAW_CORE_H_
|
#define LD_DRAW_CORE_H_
|
||||||
|
|
||||||
#define D_MAX_RECTS 1024
|
#define D_MAX_RECTS (262144)
|
||||||
|
|
||||||
typedef struct D_Image D_Image;
|
typedef struct D_Image D_Image;
|
||||||
struct D_Image {
|
struct D_Image {
|
||||||
|
|||||||
70
code/first.c
70
code/first.c
@@ -61,39 +61,43 @@ int main(int argc, char **argv) {
|
|||||||
camera->farp = 1000.0f;
|
camera->farp = 1000.0f;
|
||||||
|
|
||||||
game->draw.camera = camera;
|
game->draw.camera = camera;
|
||||||
|
World *world = M_ArenaPush(arena, World);
|
||||||
|
game->world = world;
|
||||||
|
world->random = Random_Seed(29237489723847);
|
||||||
|
world->npcCount = 2;
|
||||||
|
NPC *npc1 = &world->npcs[0];
|
||||||
|
npc1->collision.pos.x = 15;
|
||||||
|
npc1->collision.pos.y = 15;
|
||||||
|
npc1->collision.size.x = 10;
|
||||||
|
npc1->collision.size.y = 10;
|
||||||
|
npc1->name = S("Matt");
|
||||||
|
npc1->mode = NPC_ACTION_WAITING;
|
||||||
|
npc1->waitTime = 0;
|
||||||
|
npc1->maxWaitTime = 5;
|
||||||
|
npc1->currentNavNode = 87;
|
||||||
|
npc1->collision.pos.x = 15;
|
||||||
|
npc1->collision.pos.y = 15;
|
||||||
|
npc1->collision.size.x = 10;
|
||||||
|
npc1->collision.size.y = 10;
|
||||||
|
|
||||||
|
NPC *npc2 = &world->npcs[1];
|
||||||
|
npc2->collision.pos.x = 15;
|
||||||
|
npc2->collision.pos.y = 15;
|
||||||
|
npc2->collision.size.x = 10;
|
||||||
|
npc2->collision.size.y = 10;
|
||||||
|
npc2->name = S("James");
|
||||||
|
npc2->mode = NPC_ACTION_WAITING;
|
||||||
|
npc2->waitTime = 0;
|
||||||
|
npc2->maxWaitTime = 10;
|
||||||
|
npc2->currentNavNode = 0;
|
||||||
|
|
||||||
|
world->navMesh = &TestNavMesh;
|
||||||
|
world->npcPOI[0] = 100;
|
||||||
|
world->player.pos.x = 0;
|
||||||
|
world->player.pos.y = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vk_Buffer rbo = { 0 };
|
|
||||||
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
|
||||||
rbo.size = KB(4);
|
|
||||||
rbo.host_visible = true;
|
|
||||||
|
|
||||||
Vk_BufferCreate(&rbo);
|
|
||||||
|
|
||||||
bool running = true;
|
bool running = true;
|
||||||
World world = {
|
|
||||||
.npcCount = 2,
|
|
||||||
.npcs = {
|
|
||||||
{
|
|
||||||
.collision = {{10, 10}, {10, 10}},
|
|
||||||
.name = S("Matt"),
|
|
||||||
.mode = NPC_ACTION_WAITING,
|
|
||||||
.waitTime = 0,
|
|
||||||
.maxWaitTime = 5,
|
|
||||||
.currentNavNode = 87
|
|
||||||
},{
|
|
||||||
.collision = {{15, 15}, {10, 10}},
|
|
||||||
.name = S("James"),
|
|
||||||
.mode = NPC_ACTION_WAITING,
|
|
||||||
.waitTime = 0,
|
|
||||||
.maxWaitTime = 10,
|
|
||||||
.currentNavNode = 0
|
|
||||||
}
|
|
||||||
},
|
|
||||||
.navMesh = &TestNavMesh,
|
|
||||||
.npcPOI = {100},
|
|
||||||
.player = {.pos = {0,0}}
|
|
||||||
};
|
|
||||||
|
|
||||||
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
||||||
|
|
||||||
@@ -106,9 +110,9 @@ int main(int argc, char **argv) {
|
|||||||
{
|
{
|
||||||
running = false;
|
running = false;
|
||||||
}
|
}
|
||||||
ProcessEvents(&e, &world);
|
ProcessEvents(&e, game->world);
|
||||||
}
|
}
|
||||||
UpdateWorld(1.0/60.0, &world);
|
UpdateWorld(1.0/60.0, game->world);
|
||||||
|
|
||||||
int w, h;
|
int w, h;
|
||||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||||
@@ -116,7 +120,7 @@ int main(int argc, char **argv) {
|
|||||||
game->draw.window_width = w;
|
game->draw.window_width = w;
|
||||||
game->draw.window_height = h;
|
game->draw.window_height = h;
|
||||||
|
|
||||||
G_CalulateCamera(&game->camera, (F32) w / (F32) h);
|
G_CalculateCamera(&game->camera, (F32) w / (F32) h);
|
||||||
|
|
||||||
Vk_Frame *frame = Vk_FrameBegin(window);
|
Vk_Frame *frame = Vk_FrameBegin(window);
|
||||||
VkCommandBuffer cmd = frame->cmd;
|
VkCommandBuffer cmd = frame->cmd;
|
||||||
|
|||||||
@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
|
|||||||
Vk_PipelineCreate(basic);
|
Vk_PipelineCreate(basic);
|
||||||
}
|
}
|
||||||
|
|
||||||
void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
|
||||||
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
|
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
|
||||||
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#if !defined(LD_GAME_CORE_H_)
|
#if !defined(LD_GAME_CORE_H_)
|
||||||
#define LD_GAME_CORE_H_
|
#define LD_GAME_CORE_H_
|
||||||
|
#include "world.h"
|
||||||
|
|
||||||
typedef struct G_Camera G_Camera;
|
typedef struct G_Camera G_Camera;
|
||||||
struct G_Camera {
|
struct G_Camera {
|
||||||
@@ -18,17 +19,18 @@ struct G_State {
|
|||||||
|
|
||||||
D_Context draw;
|
D_Context draw;
|
||||||
G_Camera camera;
|
G_Camera camera;
|
||||||
|
|
||||||
|
World *world;
|
||||||
};
|
};
|
||||||
|
|
||||||
function void G_ImagesLoad(G_State *game);
|
function void G_ImagesLoad(G_State *game);
|
||||||
function void G_PipelinesLoad(G_State *game);
|
function void G_PipelinesLoad(G_State *game);
|
||||||
|
|
||||||
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
|
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
|
||||||
|
|
||||||
#include "aabb.h"
|
#include "aabb.h"
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "nav.h"
|
#include "nav.h"
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "world.h"
|
|
||||||
|
|
||||||
#endif // LD_GAME_CORE_H_
|
#endif // LD_GAME_CORE_H_
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#include "game/npc.h"
|
#include "game/npc.h"
|
||||||
#include "game/world.h"
|
#include "game/world.h"
|
||||||
#include "core/types.h"
|
#include "core/types.h"
|
||||||
|
#include "core/math.h"
|
||||||
|
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
@@ -10,8 +11,8 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
|||||||
npc->waitTime+=delta;
|
npc->waitTime+=delta;
|
||||||
if(npc->waitTime > npc->maxWaitTime) {
|
if(npc->waitTime > npc->maxWaitTime) {
|
||||||
npc->mode = NPC_ACTION_WALKING;
|
npc->mode = NPC_ACTION_WALKING;
|
||||||
U32 next = npc->targetNavNode == 100 ? 20 : 100;
|
// TODO change targets to poi's rather than just random nodes
|
||||||
npc->targetNavNode = next; // TODO RANDOM
|
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
|
||||||
printf("Starting to nav path\n");
|
printf("Starting to nav path\n");
|
||||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||||
printf("done\n");
|
printf("done\n");
|
||||||
@@ -26,7 +27,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
|||||||
if(npc->path.nodeCount == npc->pathIndex+1){
|
if(npc->path.nodeCount == npc->pathIndex+1){
|
||||||
printf("Finished! so I'm waiting\n");
|
printf("Finished! so I'm waiting\n");
|
||||||
npc->mode = NPC_ACTION_WAITING;
|
npc->mode = NPC_ACTION_WAITING;
|
||||||
npc->maxWaitTime = 20; // TODO RANDOM
|
npc->maxWaitTime = Random_F32(&world->random, 10, 40);
|
||||||
npc->waitTime = 0;
|
npc->waitTime = 0;
|
||||||
npc->pathIndex = 0;
|
npc->pathIndex = 0;
|
||||||
return;
|
return;
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ void UpdateWorld(F32 delta, World *world) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void UpdateNPCs(F32 delta, World *world) {
|
void UpdateNPCs(F32 delta, World *world) {
|
||||||
for(int i = 0; i < world->npcCount; i++) {
|
for(U32 i = 0; i < world->npcCount; i++) {
|
||||||
updateNPC(delta, &world->npcs[i], world);
|
updateNPC(delta, &world->npcs[i], world);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@
|
|||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "bandit.h"
|
#include "bandit.h"
|
||||||
|
#include "../core/math.h"
|
||||||
|
|
||||||
// Areas are which
|
// Areas are which
|
||||||
typedef U32 World_Area;
|
typedef U32 World_Area;
|
||||||
@@ -16,6 +17,7 @@ typedef struct World World;
|
|||||||
struct World {
|
struct World {
|
||||||
//// Static stuff
|
//// Static stuff
|
||||||
NavMesh *navMesh;
|
NavMesh *navMesh;
|
||||||
|
Random random;
|
||||||
|
|
||||||
//// Player
|
//// Player
|
||||||
Player player;
|
Player player;
|
||||||
|
|||||||
Reference in New Issue
Block a user