BaseGame with fixed timestep.
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2
TODO.md
2
TODO.md
@@ -13,9 +13,9 @@
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- ~~Use GUIDs and string ID maps for fetching resources instead of string IDs alone.~~
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- Reimplement unloading.
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- Finalize ResourceManager and ResourceLoader APIs for 1.0.
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- Add async API for ResourceManager.
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- Virtual file system.
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- (stretch goal) Streamed resource loading.
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- (stretch goal) Add async API for ResourceManager.
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## Serialization
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@@ -7,25 +7,14 @@ using System.Numerics;
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics;
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public class TestGame : Game
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public class TestGame : BaseGame
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{
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public override string ResourceRoot => "Resources/";
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public override void Initialize()
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{
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InitializeDefault();
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_particleSystem = new ParticleSystem();
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ResourceManager.AddResourceLoaderAssociation(new ParticleEmitterSettingsResourceLoader());
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Input.AddInputMapping("reload", new InputAction[] { new KeyInputAction(KeyboardKey.R) });
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_particleSimStopwatch = new Stopwatch();
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}
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protected override void LoadResources()
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{
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ResourceManager.AddResourceLoaderAssociation(new ParticleEmitterSettingsResourceLoader());
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if (!ResourceManager.TryLoad("fonts/Inter-Regular.ttf", out _font))
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{
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@@ -41,12 +30,22 @@ public class TestGame : Game
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protected override void Ready()
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{
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_particleSystem = new ParticleSystem();
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Input.AddInputMapping("reload", new InputAction[] { new KeyInputAction(KeyboardKey.R) });
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_particleSimStopwatch = new Stopwatch();
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_emitterId = _particleSystem.CreateEmitter(Renderer.WindowSize / 2, _fireEffect);
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}
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protected override void Run()
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protected override void Update(double deltaTime)
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{
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while (Renderer.ShouldRun)
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_particleSimStopwatch = Stopwatch.StartNew();
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_particleSystem!.Update(deltaTime);
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_particleSimStopwatch.Stop();
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}
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protected override void Render(double deltaTime)
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{
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if (Input.IsActionPressed("reload"))
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{
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@@ -64,13 +63,6 @@ public class TestGame : Game
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_particleSystem.SetEmitterPosition(_emitterId, Input.GetMousePosition());
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}
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_particleSimStopwatch = Stopwatch.StartNew();
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_particleSystem!.Update(Renderer.FrameTime);
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_particleSimStopwatch.Stop();
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_renderStopwatch = Stopwatch.StartNew();
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Renderer.BeginFrame();
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Renderer.ClearBackground(Color.Black);
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foreach (var emitter in _particleSystem!.Emitters)
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{
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@@ -81,20 +73,10 @@ public class TestGame : Game
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Renderer.DrawText(_font, $"Particle Sim: {TimeSpan.FromTicks(_particleSimStopwatch.ElapsedTicks).TotalMilliseconds} ms", Color.White);
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Renderer.SetTransform(new Vector2(0.0f, 16.0f), Vector2.Zero);
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Renderer.DrawText(_font, $"Render: {TimeSpan.FromTicks(_lastRenderTime).TotalMilliseconds} ms", Color.White);
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Renderer.DrawText(_font, $"Render: {RenderFrameTime.TotalMilliseconds:F1} ms", Color.White);
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Renderer.EndFrame();
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_lastRenderTime = _renderStopwatch.ElapsedTicks;
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_renderStopwatch.Restart();
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_particleSimStopwatch.Restart();
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}
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}
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public override void Shutdown()
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{
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ShutdownDefault();
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Renderer.SetTransform(new Vector2(0.0f, 32.0f), Vector2.Zero);
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Renderer.DrawText(_font, $"Update: {UpdateTimeStep * 1000:F1} ms", Color.White);
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}
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private void DrawEmitter(ParticleEmitter emitter)
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@@ -118,8 +100,7 @@ public class TestGame : Game
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[NotNull] private ParticleSystem _particleSystem;
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private Stopwatch _particleSimStopwatch, _renderStopwatch;
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private long _lastRenderTime;
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private Stopwatch _particleSimStopwatch;
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private int _emitterId;
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private ResourceRef<ParticleEmitterSettingsResource> _fireEffect;
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private ResourceRef<Font> _font;
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@@ -1,3 +1,4 @@
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using System.Diagnostics;
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using Voile.Input;
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using Voile.Rendering;
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using Voile.Resources;
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@@ -83,7 +84,6 @@ namespace Voile
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}
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Initialize();
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LoadResources();
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Ready();
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Run();
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Shutdown();
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@@ -116,10 +116,6 @@ namespace Voile
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/// </summary>
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public abstract void Initialize();
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/// <summary>
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/// Called when it's time to load the game's resources, such as images or sounds.
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/// </summary>
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protected abstract void LoadResources();
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/// <summary>
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/// Called when it's safe to manipulate the resources or/and systems.
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/// You can safely create game objects, scenes, etc. in this method.
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/// </summary>
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@@ -143,4 +139,63 @@ namespace Voile
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Renderer.Start(RendererSettings.Default);
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}
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}
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public abstract class BaseGame : Game
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{
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public double UpdateTimeStep { get; set; } = 1.0 / 60.0;
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public TimeSpan UpdateFrameTime { get; private set; }
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public TimeSpan RenderFrameTime { get; private set; }
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public override void Initialize()
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{
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LoadResources();
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InitializeDefault();
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}
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public override void Shutdown() => ShutdownDefault();
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/// <summary>
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/// Called when it's time to load the game's resources, such as images or sounds.
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/// </summary>
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protected abstract void LoadResources();
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protected override void Run()
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{
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Stopwatch stopwatch = Stopwatch.StartNew();
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double previousTime = stopwatch.Elapsed.TotalSeconds;
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while (Renderer.ShouldRun)
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{
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double currentTime = stopwatch.Elapsed.TotalSeconds;
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double elapsedTime = currentTime - previousTime;
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previousTime = currentTime;
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_accumulator += elapsedTime;
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while (_accumulator >= UpdateTimeStep)
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{
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Update(UpdateTimeStep);
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_accumulator -= UpdateTimeStep;
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}
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Renderer.BeginFrame();
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Render(Renderer.FrameTime);
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Renderer.EndFrame();
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RenderFrameTime = TimeSpan.FromSeconds(Renderer.FrameTime);
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}
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}
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/// <summary>
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/// Triggered on each fixed timestep. Update your game's state here.
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/// </summary>
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/// <param name="deltaTime"></param>
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protected abstract void Update(double deltaTime);
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/// <summary>
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/// Triggered when the renderer is ready to render the next frame.
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/// </summary>
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/// <param name="deltaTime"></param>
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protected abstract void Render(double deltaTime);
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private double _accumulator;
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}
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}
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