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Cetus Script

Published by Jady on 5/18/24, 6:49 PM

The "make a game > make a game engine > make a programming language" pipeline is strong. Here's what I've done in Cetus Script so far!


extern Void printf(String format, Int... values)

struct Foo
{
    Int a
    Int b
}

Void main()
{
    Foo foo = New
    foo.a = 2
    printf("Starting at %i\n", foo.a)
    
    While (foo.a < 6)
    {
        foo.a = foo.a + 1
        printf("Loop %i\n", foo.a)
    }
    
    printf("Ending at %i\n", foo.a)
    Return
}

The first really big feature of Cetus has already been implemented, at least compiler-side. Every single statement in main is a function! Foo foo = New is secretly just Declare(Foo, foo). foo.a = 2 is secretly Assign(Get(foo, a), 2). These functions just have patterns associated with them that let them be used more fluently. Patterns will also eventually be able to be used for types as well, so you can say Foo? instead of Option.

Another interesting feature is that pointers are handled automatically! foo.a returns Int* when used in Assign, but it also returns Int when used in printf! You don't get to handle reference and dereference pointers manually, but it can figure out what's usable on it's own.

Other quirks of the language include using PascalCase for things that public and camelCase for things that are private, whitespace means nothing and semicolons are optional, etc.

The next thing I'm trying to work on is something like rust's traits, but also allows you to define fields in trait objects, which you can't do with rust. Other planned features are things like properties being automatic type definitions instead of just functions.

Post-stream editor size stuff

Published by Jady on 5/6/24, 4:12 PM

When I ended the stream half the text too big or too small or out of place. Turns out I never considered scale when calculating minimum size! so text size and bounds are fixed now. Here's the grayboxed version of the "Add Component" window, which is the main tool that will allow users to connect components together into prefabs.

Editor favorite fields

Published by Jady on 5/1/24, 2:54 PM

I've been mainly working on the Echidna Engine editor. Currently everything is very grayboxed, but slowly but surely we're adding features that will make development way more streamlined than Unity or Godot! One of these features is "favorite fields", so you have a place to put all your most important data so the display doesn't get all clogged up!

Echidna Engine

Published by Jady on 1/30/24, 12:59 PM

If you've been hanging around the server lately, you might've noticed a new SBEPIS channel: Echidna Engine. Echidna is going to be our in-house engine that SBEPIS will be moved to, off of Unity. I've been struggling a lot with how Unity's systems operate, between its limited layer and tag systems, its inaccessibility for planetary geometry, and just how dang slow it is, especially with their physics system. So over the past couple weeks I've been writing my own game engine from scratch in C# using OpenGL and BepuPhysics, and we're calling it Echidna after the Denizen of Space.

The primary immediate improvement over Unity is its speed. Unity only runs the majority of its code on one thread at a time, because it uses Component architecture, which means that entities contains components that do things. The only place Unity can use multiple threads at once is through its job system, which has Entity Component System (or ECS) architecture, where entities have components that don't do anything, but the world contains systems that can run on many components at once. Echidna fully uses ECS architecture to take full advantage of multithreading, and this can be applied to any system that needs it. The entire engine code only uses 4 files, World, Entity, Component, and System. Everything else is just sticking components on entities adding systems to the world.

If you're interested in poking through an ECS game engine, all the code is Free and Open Source on my GitHub.

Outlines

Published by Jady on 5/17/23, 5:34 PM

We have these fancy new outlines now! They appear when an object is still in the process of being captured.

I've been suffering most of the day trying to write my own renderer features, but then I found out that everything I want to do is actually way easier in the current version of unity than all the old tutorials I was using. You can just make a shader that runs on the finished image when a camera finishes rendering.

If found a tutorial for this outline shader that takes the difference between the depth of a pixel and the depth of the surrounding pixels, which gives you an outline. I made a second camera that's parented to the main camera that uses a separate renderer asset with the new shader on it (set to a specific outlines layer), then hooked that up to a texture that I load onto the main camera through another shader on the main renderer asset when the game starts.

Here are those shaders, the outline and the texture overlay. Thanks to Game Dev Guide and this video or the outline shader, although the rest of the video uses the old bad built-in Unity renderer.