first commit
This commit is contained in:
commit
eb1d7fd0b9
8
.gitignore
vendored
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8
.gitignore
vendored
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@ -0,0 +1,8 @@
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# Zig derleme çıktıları
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*.zig.cache/
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*-cache/
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*-out/
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# IDE / editor
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.vscode/
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||||
*.swp
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||||
96
README.md
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96
README.md
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@ -0,0 +1,96 @@
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# 🟢 Yelbegen - Zig Oyun Motoru
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**Yelbegen**, öğrenme ve deney amaçlı olarak geliştirilen **modüler bir oyun motoru**dur.
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Motor, **Zig** programlama dili kullanılarak yazılmakta ve Raylib ile RayGUI kütüphanelerini kullanmaktadır.
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---
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## 🎯 Projenin Amacı
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- Zig dilini öğrenmek ve oyun motoru altyapısı geliştirmek
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- Modüler bir yapı ile 3D sahne, GUI ve kamera yönetimi denemeleri yapmak
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- Basit fizik, input ve rendering sistemlerini test etmek
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---
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## 🗂 Dosya Yapısı (Örnek)
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```bash
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Yelbegen/
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├─ src/
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│ ├─ main.zig # Ana giriş noktası
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│ ├─ graphics/
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│ │ ├─ base_drawers.zig # Temel çizim fonksiyonları
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│ │ └─ gui.zig # GUI yapıları ve panel çizimi
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│ ├─ scene/
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│ │ └─ camera.zig # Kamera ve sahne yönetimi
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│ └─ modules/
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│ └─ ... # Gelecek modüller
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├─ build.zig # Zig build dosyası
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└─ README.md
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```
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> Her modül kendi işlevini yönetir ve gerektiğinde diğer modüllerle iletişim kurar.
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---
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## ⚡ Zig Diline Kısa Bakış
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**Zig**, sistem programlama dili olarak tasarlanmıştır ve C’ye benzer bir yapıya sahiptir.
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**Öne çıkan özellikleri:**
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||||
- 🔹 **Performans odaklı:** C kadar hızlı, düşük seviyeli kontrol sunar
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- 🔹 **Bellek güvenliği:** Pointer kullanımı daha güvenli, hata tespit mekanizmaları mevcut
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||||
- 🔹 **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
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Daha fazla bilgi: [https://ziglang.org](https://ziglang.org)
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|
||||
---
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||||
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## 📝 Yapılacaklar Listesi (TODO)
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- [ ] Temel GUI sistemi oluşturmak
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- [ ] Kamera ve 3D sahne yönetimi
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- [ ] Basit nesne çizimleri (Cube, Plane vb.)
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- [ ] FPS / performans göstergesi
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- [ ] Kullanıcı input yönetimi
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- [ ] Basit fizik motoru (çarpışma ve hareket)
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- [ ] Modüller arası veri yönetimi
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- [ ] Raylib + RayGUI entegrasyonu
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|
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---
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## 🎮 Kullanım
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Şu anda proje sadece deneme ve öğrenme amaçlıdır.
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İlerleyen aşamalarda çalıştırılabilir bir örnek eklenecektir.
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||||
|
||||
```bash
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zig build run
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```
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🔗 Katkıda Bulunmak
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- Kod eklemek, modülleri geliştirmek ve fikirler paylaşmak için pull request açabilirsiniz.
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- Zig diline ve Raylib kullanımına aşina olmak katkıyı kolaylaştırır.
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||||
```bash
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main.zig
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├─ graphics/
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│ ├─ base_drawers.zig
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│ └─ gui.zig
|
||||
├─ scene/
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│ └─ camera.zig
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└─ modules/
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└─ ... diğer modüller
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||||
```
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|
||||
- main.zig → Oyun motorunun ana akışı
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- graphics/ → Çizim ve GUI modülleri
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|
||||
- scene/ → Kamera ve sahne yönetimi
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|
||||
- modules/ → Gelecekte eklenebilecek sistemler
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||||
212
build.zig
Normal file
212
build.zig
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const std = @import("std");
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||||
|
||||
// Although this function looks imperative, it does not perform the build
|
||||
// directly and instead it mutates the build graph (`b`) that will be then
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||||
// 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 {
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||||
// 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`
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||||
// in this directory.
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||||
|
||||
// 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
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||||
const raylib_dep = b.dependency("raylib_zig", .{
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||||
.target = target,
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||||
.optimize = optimize,
|
||||
});
|
||||
|
||||
const raylib = raylib_dep.module("raylib"); // main raylib module
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||||
const raygui = raylib_dep.module("raygui"); // raygui module
|
||||
const raylib_artifact = raylib_dep.artifact("raylib"); // raylib C library
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||||
|
||||
////////////////////////////////////ralib - end
|
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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.
|
||||
}
|
||||
48
build.zig.zon
Normal file
48
build.zig.zon
Normal file
@ -0,0 +1,48 @@
|
||||
.{
|
||||
// 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",
|
||||
},
|
||||
}
|
||||
5
src/graphics/base_drawers.zig
Normal file
5
src/graphics/base_drawers.zig
Normal file
@ -0,0 +1,5 @@
|
||||
|
||||
|
||||
pub fn add(a : f32, b : f32) f32 {
|
||||
return a + b;
|
||||
}
|
||||
30
src/graphics/gui.zig
Normal file
30
src/graphics/gui.zig
Normal file
@ -0,0 +1,30 @@
|
||||
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);
|
||||
}
|
||||
};
|
||||
0
src/input/base_input.zig
Normal file
0
src/input/base_input.zig
Normal file
55
src/main.zig
Normal file
55
src/main.zig
Normal file
@ -0,0 +1,55 @@
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
1
src/scene/camera.zig
Normal file
1
src/scene/camera.zig
Normal file
@ -0,0 +1 @@
|
||||
const std = @import("std");
|
||||
Loading…
Reference in New Issue
Block a user