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# Zig derleme çıktıları
*.zig.cache/
*-cache/
*-out/
# IDE / editor
.vscode/
*.swp

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# 🟢 Yelbegen - Zig Oyun Motoru
**Yelbegen**, öğrenme ve deney amaçlı olarak geliştirilen **modüler bir oyun motoru**dur.
Motor, **Zig** programlama dili kullanılarak yazılmakta ve Raylib ile RayGUI kütüphanelerini kullanmaktadır.
---
## 🎯 Projenin Amacı
- Zig dilini öğrenmek ve oyun motoru altyapısı geliştirmek
- Modüler bir yapı ile 3D sahne, GUI ve kamera yönetimi denemeleri yapmak
- Basit fizik, input ve rendering sistemlerini test etmek
---
## 🗂 Dosya Yapısı (Örnek)
```bash
Yelbegen/
├─ src/
│ ├─ main.zig # Ana giriş noktası
│ ├─ graphics/
│ │ ├─ base_drawers.zig # Temel çizim fonksiyonları
│ │ └─ gui.zig # GUI yapıları ve panel çizimi
│ ├─ scene/
│ │ └─ camera.zig # Kamera ve sahne yönetimi
│ └─ modules/
│ └─ ... # Gelecek modüller
├─ build.zig # Zig build dosyası
└─ README.md
```
> Her modül kendi işlevini yönetir ve gerektiğinde diğer modüllerle iletişim kurar.
---
## ⚡ Zig Diline Kısa Bakış
**Zig**, sistem programlama dili olarak tasarlanmıştır ve Cye benzer bir yapıya sahiptir.
**Öne çıkan özellikleri:**
- 🔹 **Performans odaklı:** C kadar hızlı, düşük seviyeli kontrol sunar
- 🔹 **Bellek güvenliği:** Pointer kullanımı daha güvenli, hata tespit mekanizmaları mevcut
- 🔹 **Basit ve okunabilir:** Karmaşık makro veya preprocessor yok
- 🔹 **Cross-compilation kolaylığı:** Farklı platformlar için derleme kolay
- 🔹 **Compile-time hesaplama:** Pek çok işlem derleme sırasında yapılabilir
Daha fazla bilgi: [https://ziglang.org](https://ziglang.org)
---
## 📝 Yapılacaklar Listesi (TODO)
- [ ] Temel GUI sistemi oluşturmak
- [ ] Kamera ve 3D sahne yönetimi
- [ ] Basit nesne çizimleri (Cube, Plane vb.)
- [ ] FPS / performans göstergesi
- [ ] Kullanıcı input yönetimi
- [ ] Basit fizik motoru (çarpışma ve hareket)
- [ ] Modüller arası veri yönetimi
- [ ] Raylib + RayGUI entegrasyonu
---
## 🎮 Kullanım
Şu anda proje sadece deneme ve öğrenme amaçlıdır.
İlerleyen aşamalarda çalıştırılabilir bir örnek eklenecektir.
```bash
zig build run
```
🔗 Katkıda Bulunmak
- Kod eklemek, modülleri geliştirmek ve fikirler paylaşmak için pull request açabilirsiniz.
- Zig diline ve Raylib kullanımına aşina olmak katkıyı kolaylaştırır.
```bash
main.zig
├─ graphics/
│ ├─ base_drawers.zig
│ └─ gui.zig
├─ scene/
│ └─ camera.zig
└─ modules/
└─ ... diğer modüller
```
- main.zig → Oyun motorunun ana akışı
- graphics/ → Çizim ve GUI modülleri
- scene/ → Kamera ve sahne yönetimi
- modules/ → Gelecekte eklenebilecek sistemler

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const std = @import("std");
// Although this function looks imperative, it does not perform the build
// directly and instead it mutates the build graph (`b`) that will be then
// executed by an external runner. The functions in `std.Build` implement a DSL
// for defining build steps and express dependencies between them, allowing the
// build runner to parallelize the build automatically (and the cache system to
// know when a step doesn't need to be re-run).
pub fn build(b: *std.Build) void {
// Standard target options allow the person running `zig build` to choose
// what target to build for. Here we do not override the defaults, which
// means any target is allowed, and the default is native. Other options
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
// It's also possible to define more custom flags to toggle optional features
// of this build script using `b.option()`. All defined flags (including
// target and optimize options) will be listed when running `zig build --help`
// in this directory.
// This creates a module, which represents a collection of source files alongside
// some compilation options, such as optimization mode and linked system libraries.
// Zig modules are the preferred way of making Zig code available to consumers.
// addModule defines a module that we intend to make available for importing
// to our consumers. We must give it a name because a Zig package can expose
// multiple modules and consumers will need to be able to specify which
// module they want to access.
////////////////////////////////raylib - start
const raylib_dep = b.dependency("raylib_zig", .{
.target = target,
.optimize = optimize,
});
const raylib = raylib_dep.module("raylib"); // main raylib module
const raygui = raylib_dep.module("raygui"); // raygui module
const raylib_artifact = raylib_dep.artifact("raylib"); // raylib C library
////////////////////////////////////ralib - end
const mod = b.addModule("Drawers", .{
// The root source file is the "entry point" of this module. Users of
// this module will only be able to access public declarations contained
// in this file, which means that if you have declarations that you
// intend to expose to consumers that were defined in other files part
// of this module, you will have to make sure to re-export them from
// the root file.
.root_source_file = b.path("src/graphics/base_drawers.zig"),
// Later on we'll use this module as the root module of a test executable
// which requires us to specify a target.
.target = target,
.imports = &.{
.{.name = "raylib", .module = raylib},
.{.name = "raygui", .module = raygui},
},
});
const mod2 = b.addModule("Cam", .{
// The root source file is the "entry point" of this module. Users of
// this module will only be able to access public declarations contained
// in this file, which means that if you have declarations that you
// intend to expose to consumers that were defined in other files part
// of this module, you will have to make sure to re-export them from
// the root file.
.root_source_file = b.path("src/scene/camera.zig"),
// Later on we'll use this module as the root module of a test executable
// which requires us to specify a target.
.target = target,
.imports = &.{
.{.name = "raylib", .module = raylib},
.{.name = "raygui", .module = raygui},
},
});
const mod3 = b.addModule("GuiOps", .{
// The root source file is the "entry point" of this module. Users of
// this module will only be able to access public declarations contained
// in this file, which means that if you have declarations that you
// intend to expose to consumers that were defined in other files part
// of this module, you will have to make sure to re-export them from
// the root file.
.root_source_file = b.path("src/graphics/gui.zig"),
// Later on we'll use this module as the root module of a test executable
// which requires us to specify a target.
.target = target,
.imports = &.{
.{.name = "raylib", .module = raylib},
.{.name = "raygui", .module = raygui},
},
});
// Here we define an executable. An executable needs to have a root module
// which needs to expose a `main` function. While we could add a main function
// to the module defined above, it's sometimes preferable to split business
// business logic and the CLI into two separate modules.
//
// If your goal is to create a Zig library for others to use, consider if
// it might benefit from also exposing a CLI tool. A parser library for a
// data serialization format could also bundle a CLI syntax checker, for example.
//
// If instead your goal is to create an executable, consider if users might
// be interested in also being able to embed the core functionality of your
// program in their own executable in order to avoid the overhead involved in
// subprocessing your CLI tool.
//
// If neither case applies to you, feel free to delete the declaration you
// don't need and to put everything under a single module.
const exe = b.addExecutable(.{
.name = "Yelbegen",
.root_module = b.createModule(.{
// b.createModule defines a new module just like b.addModule but,
// unlike b.addModule, it does not expose the module to consumers of
// this package, which is why in this case we don't have to give it a name.
.root_source_file = b.path("src/main.zig"),
// Target and optimization levels must be explicitly wired in when
// defining an executable or library (in the root module), and you
// can also hardcode a specific target for an executable or library
// definition if desireable (e.g. firmware for embedded devices).
.target = target,
.optimize = optimize,
// List of modules available for import in source files part of the
// root module.
.imports = &.{
// Here "Yelbegen" is the name you will use in your source code to
// import this module (e.g. `@import("Yelbegen")`). The name is
// repeated because you are allowed to rename your imports, which
// can be extremely useful in case of collisions (which can happen
// importing modules from different packages).
.{ .name = "Drawers", .module = mod },
.{ .name = "Cam", .module = mod2},
.{ .name="Gui", .module = mod3},
},
}),
});
// This declares intent for the executable to be installed into the
// install prefix when running `zig build` (i.e. when executing the default
// step). By default the install prefix is `zig-out/` but can be overridden
// by passing `--prefix` or `-p`.
b.installArtifact(exe);
exe.linkLibrary(raylib_artifact);
exe.root_module.addImport("raylib", raylib);
exe.root_module.addImport("raygui", raygui);
// This creates a top level step. Top level steps have a name and can be
// invoked by name when running `zig build` (e.g. `zig build run`).
// This will evaluate the `run` step rather than the default step.
// For a top level step to actually do something, it must depend on other
// steps (e.g. a Run step, as we will see in a moment).
const run_step = b.step("run", "Run the app");
// This creates a RunArtifact step in the build graph. A RunArtifact step
// invokes an executable compiled by Zig. Steps will only be executed by the
// runner if invoked directly by the user (in the case of top level steps)
// or if another step depends on it, so it's up to you to define when and
// how this Run step will be executed. In our case we want to run it when
// the user runs `zig build run`, so we create a dependency link.
const run_cmd = b.addRunArtifact(exe);
run_step.dependOn(&run_cmd.step);
// By making the run step depend on the default step, it will be run from the
// installation directory rather than directly from within the cache directory.
run_cmd.step.dependOn(b.getInstallStep());
// This allows the user to pass arguments to the application in the build
// command itself, like this: `zig build run -- arg1 arg2 etc`
if (b.args) |args| {
run_cmd.addArgs(args);
}
// Creates an executable that will run `test` blocks from the provided module.
// Here `mod` needs to define a target, which is why earlier we made sure to
// set the releative field.
const mod_tests = b.addTest(.{
.root_module = mod,
});
// A run step that will run the test executable.
const run_mod_tests = b.addRunArtifact(mod_tests);
// Creates an executable that will run `test` blocks from the executable's
// root module. Note that test executables only test one module at a time,
// hence why we have to create two separate ones.
const exe_tests = b.addTest(.{
.root_module = exe.root_module,
});
// A run step that will run the second test executable.
const run_exe_tests = b.addRunArtifact(exe_tests);
// A top level step for running all tests. dependOn can be called multiple
// times and since the two run steps do not depend on one another, this will
// make the two of them run in parallel.
const test_step = b.step("test", "Run tests");
test_step.dependOn(&run_mod_tests.step);
test_step.dependOn(&run_exe_tests.step);
// Just like flags, top level steps are also listed in the `--help` menu.
//
// The Zig build system is entirely implemented in userland, which means
// that it cannot hook into private compiler APIs. All compilation work
// orchestrated by the build system will result in other Zig compiler
// subcommands being invoked with the right flags defined. You can observe
// these invocations when one fails (or you pass a flag to increase
// verbosity) to validate assumptions and diagnose problems.
//
// Lastly, the Zig build system is relatively simple and self-contained,
// and reading its source code will allow you to master it.
}

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.{
// This is the default name used by packages depending on this one. For
// example, when a user runs `zig fetch --save <url>`, this field is used
// as the key in the `dependencies` table. Although the user can choose a
// different name, most users will stick with this provided value.
//
// It is redundant to include "zig" in this name because it is already
// within the Zig package namespace.
.name = .Yelbegen,
// This is a [Semantic Version](https://semver.org/).
// In a future version of Zig it will be used for package deduplication.
.version = "0.0.0",
// Together with name, this represents a globally unique package
// identifier. This field is generated by the Zig toolchain when the
// package is first created, and then *never changes*. This allows
// unambiguous detection of one package being an updated version of
// another.
//
// When forking a Zig project, this id should be regenerated (delete the
// field and run `zig build`) if the upstream project is still maintained.
// Otherwise, the fork is *hostile*, attempting to take control over the
// original project's identity. Thus it is recommended to leave the comment
// on the following line intact, so that it shows up in code reviews that
// modify the field.
.fingerprint = 0x99e1b6e391f401dd, // Changing this has security and trust implications.
// Tracks the earliest Zig version that the package considers to be a
// supported use case.
.minimum_zig_version = "0.15.1",
// This field is optional.
// Each dependency must either provide a `url` and `hash`, or a `path`.
// `zig build --fetch` can be used to fetch all dependencies of a package, recursively.
// Once all dependencies are fetched, `zig build` no longer requires
// internet connectivity.
.dependencies = .{
.raylib_zig = .{
.url = "git+https://github.com/raylib-zig/raylib-zig?ref=devel#ed42d5dbdc6bec29230830897027539249a7e1cf",
.hash = "raylib_zig-5.6.0-dev-KE8REK4zBQA5y8W9NTGXGHM3YKFtS5UDttcwZ4GTZSau",
},
},
.paths = .{
"build.zig",
"build.zig.zon",
"src",
// For example...
//"LICENSE",
//"README.md",
},
}

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pub fn add(a : f32, b : f32) f32 {
return a + b;
}

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const gui = @import("raygui");
const rl = @import("raylib");
const std = @import("std");
pub const GUI = struct {
pos : rl.Rectangle,
gui_pos : rl.Rectangle,
pub fn init(pos : rl.Rectangle) GUI {
var Gui__ = GUI {
.pos = pos,
.gui_pos = rl.Rectangle.init(0, 0, 0, 0),
};
Gui__.addRightSide();
return Gui__;
}
fn addRightSide(self : *GUI) void {
self.gui_pos.height = self.pos.height;
self.gui_pos.width = self.pos.width / 4;
self.gui_pos.x = self.pos.x/4 * 3;
self.gui_pos.y = 0;
}
pub fn draw(self : *GUI) void {
//panel
rl.drawRectangleRec(self.gui_pos, .dark_gray);
}
};

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const std = @import("std");
const rl = @import("raylib");
const gi = @import("raygui");
const gr = @import("Drawers");
const cm = @import("Cam");
const panel = @import("Gui");
var text: [:0]u8 = undefined;
pub fn main() anyerror!void {
const base_cube = rl.Vector3.init(-20, 20, 0);
const screen_height = 1200;
const screen_width = 800;
var my_gui = panel.GUI.init(rl.Rectangle.init(0, 0, screen_width, screen_height));
rl.initWindow(screen_height, screen_width, "YELBEGEN");
defer rl.closeWindow();
var cam = rl.Camera3D{
.position = rl.Vector3.init(290, 120, 250),
.target = rl.Vector3.init(20,20,20),
.up = rl.Vector3.init(0, 2.0, 0),
.fovy = 45.0,
.projection = rl.CameraProjection.perspective,
};
while (!rl.windowShouldClose()) {
//update
if (rl.isKeyDown(.a)) {
cam.position.x += 0.01;
} else if (rl.isKeyDown(.b)) {
cam.position.y += 0.01;
} else if (rl.isKeyDown(.c)) {
cam.position.z += 0.01;
}
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.beginMode3D(cam);
rl.drawCube(base_cube, 40, 40, 40, .red);
rl.drawCube(rl.Vector3.zero(), 300, 1, 300, .gray);
rl.endMode3D();
rl.drawText(rl.textFormat("x:%.2f y:%.2f z:%.2f", .{cam.position.x, cam.position.y, cam.position.z}),
180, 200, 20, .light_gray);
my_gui.draw();
}
}

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const std = @import("std");