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9 Commits

Author SHA1 Message Date
8dc0ac1d3e Merge remote-tracking branch 'origin' 2025-10-05 16:51:59 +01:00
222575b318 feat: People go walkies 2025-10-05 16:49:18 +01:00
9a46a802e0 add ignore 2025-10-05 16:12:23 +01:00
628a6c5ade raycast fin 2025-10-05 16:12:23 +01:00
c8dfcd857e raycast start 2025-10-05 16:11:47 +01:00
394366480b feat: Random npc walkabouts 2025-10-05 15:32:57 +01:00
8f148b6894 Merge remote-tracking branch 'origin' 2025-10-05 15:22:09 +01:00
7306c8fba4 chore: struct reorg 2025-10-05 15:21:23 +01:00
5cabf845b6 Added random number generator
Fixed typo in calculate camera
Removed some warning
2025-10-05 15:17:37 +01:00
12 changed files with 168 additions and 65 deletions

View File

@@ -160,4 +160,46 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
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;
}

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@@ -4,6 +4,13 @@
#define PI_F32 (3.14159265358979323846264338f)
#define TAU_F32 (2.0f * PI_F32)
#define Abs(x) (((x) < 0 ? -(x) : (x)))
typedef struct Random Random;
struct Random {
U64 state;
};
typedef union V2f V2f;
union V2f {
struct {
@@ -114,4 +121,18 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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_

View File

@@ -1,7 +1,7 @@
#if !defined(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;
struct D_Image {

View File

@@ -1,6 +1,7 @@
#include <stdio.h>
#include <stdbool.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_keycode.h>
#define STB_IMAGE_IMPLEMENTATION 1
#include <stb_image.h>
@@ -62,34 +63,46 @@ int main(int argc, char **argv)
camera->farp = 1000.0f;
game->draw.camera = camera;
game->camera.p.z = 200;
World *world = M_ArenaPush(arena, World);
game->world = world;
world->random = Random_Seed(29237489723847);
world->npcCount = 100;
for(int i = 0; i < 100; i++) {
NPC *npc1 = &world->npcs[i];
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 = 0;
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;
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));
@@ -102,9 +115,23 @@ int main(int argc, char **argv)
{
running = false;
}
ProcessEvents(&e, &world);
if (e.type == SDL_EVENT_KEY_DOWN) {
if(e.key.key == SDLK_DOWN) {
game->camera.p.y += 5;
}
if(e.key.key == SDLK_UP) {
game->camera.p.y -= 5;
}
if(e.key.key == SDLK_RIGHT) {
game->camera.p.x += 5;
}
if(e.key.key == SDLK_LEFT) {
game->camera.p.x -= 5;
}
}
ProcessEvents(&e, game->world);
}
UpdateWorld(1.0 / 60.0, &world);
UpdateWorld(1.0 / 60.0, game->world);
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
@@ -112,7 +139,7 @@ int main(int argc, char **argv)
game->draw.window_width = w;
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);
VkCommandBuffer cmd = frame->cmd;
@@ -142,6 +169,7 @@ int main(int argc, char **argv)
D_Begin(&game->draw, frame, D_MAX_RECTS);
RenderWorld(game->world, &game->draw);
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);

View File

@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
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 view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);

View File

@@ -1,5 +1,6 @@
#if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_
#include "world.h"
typedef struct G_Camera G_Camera;
struct G_Camera {
@@ -18,17 +19,18 @@ struct G_State {
D_Context draw;
G_Camera camera;
World *world;
};
function void G_ImagesLoad(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 "player.h"
#include "nav.h"
#include "npc.h"
#include "world.h"
#endif // LD_GAME_CORE_H_

View File

@@ -23,14 +23,14 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
// x
F32 tLow = (start.x - origin.x) * invdirection.x;
F32 tHigh = (finish.x - origin.x) * invdirection.x;
F32 tMin = min(tLow, tHigh);
F32 tMax = max(tLow, tHigh);
F32 tMin = Min(tLow, tHigh);
F32 tMax = Max(tLow, tHigh);
// y
tLow = (start.y - origin.y) * invdirection.y;
tHigh = (finish.y - origin.y) * invdirection.y;
tMin = max(tMin, min(tLow, tHigh));
tMax = min(tMax, max(tLow, tHigh));
tMin = Max(tMin, Min(tLow, tHigh));
tMax = Min(tMax, Max(tLow, tHigh));
return tMax >= tMin;
}
}

View File

@@ -9,7 +9,7 @@ typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState
{
bool visited;
U64 distance;
F64 distance;
U32 shortest;
bool addedToUnvisited;
};
@@ -61,8 +61,13 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
}
// Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
{
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
// This is a stupid fix, since it's easier to work backwards
// to generate a path, I'm swapping the start / end, to generate
// it backwards
U32 tmp = end;
end = start;
start = tmp;
navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
@@ -73,21 +78,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
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)
{
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;}
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
if(testNode->distance > distance) {
testNode->distance = distance;
testNode->shortest = lowestNodeIndex;
}

View File

@@ -1,6 +1,7 @@
#include "game/npc.h"
#include "game/world.h"
#include "core/types.h"
#include "core/math.h"
#include <stdio.h>
@@ -10,9 +11,9 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
npc->waitTime+=delta;
if(npc->waitTime > npc->maxWaitTime) {
npc->mode = NPC_ACTION_WALKING;
U32 next = npc->targetNavNode == 100 ? 20 : 100;
npc->targetNavNode = next; // TODO RANDOM
printf("Starting to nav path\n");
// TODO change targets to poi's rather than just random nodes
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode);
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
printf("done\n");
npc->walkTimer = 0;
@@ -26,16 +27,17 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
if(npc->path.nodeCount == npc->pathIndex+1){
printf("Finished! so I'm waiting\n");
npc->mode = NPC_ACTION_WAITING;
npc->maxWaitTime = 20; // TODO RANDOM
npc->maxWaitTime = Random_F32(&world->random, 10, 40);
npc->waitTime = 0;
npc->currentNavNode = npc->targetNavNode;
npc->pathIndex = 0;
return;
}
npc->pathIndex+=1;
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
npc->pathIndex+=1;
}
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
NavNode tNav = world->navMesh->nodes[npc->pathIndex];
NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break;

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@@ -5,12 +5,12 @@
void UpdateWorld(F32 delta, World *world)
{
// UpdateNPCs(delta, world);
UpdateNPCs(delta, 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);
}
@@ -20,3 +20,9 @@ void ProcessEvents(SDL_Event *event, World *world)
{
PlayerUpdate(event, &world->player);
}
void RenderWorld(World *world, D_Context *draw) {
for(int i = 0; i < world->npcCount; i++) {
D_Rect(draw, world->npcs[i].collision.pos.x, world->npcs[i].collision.pos.y, .texture = 1);
}
}

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@@ -5,7 +5,7 @@
#include "npc_look.h"
#include "../core/types.h"
#define NPC_SPEED 0.2f
#define NPC_SPEED 1.0f
typedef enum NPC_ACTION NPC_ACTION;
enum NPC_ACTION {

View File

@@ -4,6 +4,7 @@
#include "player.h"
#include "npc.h"
#include "bandit.h"
#include "../core/math.h"
// Areas are which
typedef U32 World_Area;
@@ -16,6 +17,7 @@ typedef struct World World;
struct World {
//// Static stuff
NavMesh *navMesh;
Random random;
//// Player
Player player;
@@ -25,7 +27,7 @@ struct World {
NPC npcs[128];
////Bandit
// The bandit the player is after.
// The bandit the player is after.
Bandit bandit;
// NPC points of interest, places to walk to.
@@ -33,6 +35,7 @@ struct World {
};
function void UpdateWorld(F32 delta, World *world);
function void RenderWorld(World *world, D_Context *drawContext );
function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world);
function void updateNPC(F32 delta, NPC *npc, World *world);