Commit Graph

3 Commits

Author SHA1 Message Date
7ac5ef1d20 feat(gameengine): Windows/AMD build, SPIRV shaders, spotlight, volumetric beam, FPS flashlight
Build system:
- Fix generate_cmake.py backslash paths and UTF-8 encoding for Windows
- Auto C++20 in conan deps, auto-detect VS install location
- dev_commands.py: add generate, all --run commands, platform-aware bootstrap
- Add assimp to cmake_config.json link libraries
- Fix CMakeUserPresets.json duplicate preset issue

Cross-platform C++:
- UUID generation: Windows rpc.h/UuidCreate with #ifdef _WIN32
- HOME env var fallback to USERPROFILE on Windows
- Shader format detection for D3D12/DXIL Vulkan driver

Shader pipeline (12 new SPIRV shaders):
- Port all Metal shaders to Vulkan GLSL (PBR, shadows, post-FX, compute)
- SDL3 GPU descriptor set convention (set 0-3)
- Combined image samplers for Vulkan compatibility
- Bootstrap-driven shader path rewriting (msl↔spirv automatic per platform)

Rendering features:
- spotlight.setup: generic atomic workflow step, attach to camera or static
- PBR spotlight with cone attenuation, distance falloff, wrap lighting
- Volumetric light beam (16-step ray march through dust/fog in spotlight cone)
- geometry.create_flashlight: procedural flashlight mesh (cylinder + head + lens)
- draw.viewmodel: FPS weapon-style rendering locked to camera view
- model.load: Assimp-based 3D model loader (OBJ/GLB/FBX/BLEND)
- Indoor ambient lighting fix, SSAO bypass for Vulkan clip-space

Performance:
- Frame loop logging suppressed via _in_frame_loop context flag

Assets:
- Real PBR textures from ambientCG (CC0): wood floor, concrete ceiling
- Seed demo: dark room + flashlight beam + Quake-style viewmodel

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-18 08:33:35 +00:00
862cc29457 various changes 2026-03-09 22:30:41 +00:00
6fbc47a2db feat: Add SDL3CPlusPlus game engine to gameengine/
Import SDL3CPlusPlus C++ game engine with:
- SDL3 + bgfx rendering backend
- Vulkan/Metal/DirectX shader support
- MaterialX material system
- Scene framework with ECS architecture
- Comprehensive test suite (TDD approach)
- Conan package management
- CMake build system

This provides the native C++ foundation for the Universal Platform's
Game and 3D capability modules.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 16:29:20 +00:00