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diff --git a/research.tex b/research.tex index 422c294..29cee68 100644 --- a/research.tex +++ b/research.tex @@ -1,7 +1,6 @@ \documentclass{projdoc} -\input{meta.tex} -\title{Research document} +\title{Research Document} \begin{document} \tablestables @@ -24,7 +23,7 @@ A game engine is not the game itself but a platform with which games are built. should provide the functionalities with which the game is constructed. The purpose of a game engine is not to create data out of nothing. Instead, data is read, and the correlating features and effects are generated. However, the engine is also used to -create these files, referred to as ``assets.'' The game engine must be able to accept +create these files, referred to as ``assets''. The game engine must be able to accept a certain format of these assets---whether levels, sprites, or textures---and convert them into usable data. @@ -44,31 +43,194 @@ layers are divided into the following categories:\noparbreak performance profiling. \item[Scripting layer] Runs scripts, such as Lua or Python. \item[Memory systems] Handles and monitors memory usage. - \item[\gls{ecs}] Provides a modular way to create game objects, add physics, and - define how the engine interacts with objects. \item[Physics] Adds specific physics to objects. \item[Audio] Processes audio. \item[AI] Provides artificial inteligent behavior. \end{description} -\subsubsection{ECS} - -A game engine must have the ability to keep track and update several game objects. To -do this most game engines employ an \gls{ecs} model which uses modulair components to -give entities properties and features. The need for an entity component system arises -because multiple game objects are required to create a scene in a game. These game -objects exist within the scene and perform actions, such as a UI display for a score. -This game object does not need to be rendered; it could be a script running in the -background. It could also be a player sprite that is controlled. These entities need -to be aware of other entities, for example, during collisions. For this to function, -a scene is required to host all game objects. Within this scene, the game objects -must be stored efficiently, and entities must be provided with the required behavior, -such as audio, position, or physics. To create diverse entities with specific -functions: A scene can contain many different kinds of entities, each with different -properties and functions. But no matter how different each entity is, it remains an -entity. To assign properties and functions to entities, components are used. Entt is -an example of an \gls{ecs}. -% TODO: ref?entt +\subsubsection{Structures} + +The above mentioned layers should be structured, somehow. One of the requirements is +that the game engine's API uses a so-called gameObject (with one or more +component(s)). The gameObject is described in more detail at +\cref{sec:Gameobjects/components}. + +There are multiple structures that could be used to structure a game engine. It's of +course possible to use inheritance. A major disadvantages of inheritance is that it's +not flexible. However, the provided class diagram of the game engine's API already +specifies that composition should be used (in stead of inheritance). So, let's take a +look at structures that use composition. + +The Decorator design pattern (as shown in \cref{fig:decorator}) could be used to +structure the game engine. A gameObject's propperties/behavior is determined by one +(or more) components. The Decorator design pattern allows to modify an object's +propperties/behavior by adding one (or more) Decorators. The object that is modified, +could be the gameObject and the components could be the Decorators. This is not +exactly the same as the required API, but it's very close. A major disadvantage of +such Decorator design pattern, is that the interface of all components should be the +same (they should share the same methods), because the client (which is the scene in +our case) can only call/reach the components through the interface. This would +require very general methods (at the interface), which might make the programming +harder \autocite{man:DecoratorDesignPattern}. + +\begin{figure} + \centering + \includegraphics[width=0.5\textwidth]{img/DecoratorDesignPattern.png} + \caption{Decorator design pattern} + Source: \autocite{img:Decorator} + \label{fig:decorator} +\end{figure} + +The Extension Objects design pattern (as shown in \cref{fig:extension objects}) could +also be used to structure the game engine. The Extension Objects design pattern +allows to modify an object's propperties/behavior by adding one (or more) Extensions. +The object that is modified, could be the gameObject and the components could be the +Extensions. This is quite the same as the required API. An advantage is, that the +client (which is the scene in our case) can call all kind of different Extension's +methods (depending on the kind of Externsion, e.g.~the method \codeinline{render()} +for the sprite Extension and the method \codeinline{update()} for the script +Extension). In other words, the interfaces of the different Extensions should not be +the same. This is way more flexible than the Decorator design pattern. A disadvantage +is that the data and functionality are in the same class (namely inside the Extion's +methods), so it's not sepperated. Another disadvantage is that the Extension Objects +design pattern can be quite slow, because objects are scattered in memory (and it is +very hard to quickly get their memory address) +\autocite{man:ExtensionObjectDesignPattern, man:extionsionObjectsStackOverflow}. + +\begin{figure} + \centering + \includegraphics[width=0.5\textwidth]{img/ExtensionObjects.jpg} + \caption{Extension Objects design pattern} + Source: \autocite{img:extionsionObjects} + \label{fig:extension objects} +\end{figure} + +Another (very popular) design pattern to structure the game engine, is the Entity +Component System (\gls{ecs}) (as shown in \cref{fig:ECS Block Diagram}). The +\gls{ecs} is made out of three main subsystems, namely entities, components and +systems. Entities are just IDs. An entity is made out of a gameObject and one (or +more) components. Components are the classes that hold the data. The components +determine what kind of entity it is (e.g.~a sprite, audio, and so on). Systems take +care of the behavior of the entities. Systems mainly read and write the enity's +components data. The \gls{ecs} clearly distinguishes the data (components) from the +functionality (systems), which is an advantage. + +\begin{figure} + \centering + \includegraphics[width=0.5\textwidth]{img/ECSBlockDiagram.png} + \caption{ECS design pattern} + Source: \autocite{img:ECSBlockDiagram} + \label{fig:ECS Block Diagram} +\end{figure} + +The \gls{ecs} is normally equipped with a component manager (as shown in +\cref{fig:ECS Component manager}). The component manager keeps track of the entities +(Alien, Player, Target, etc in \cref{fig:ECS Component manager}) and the connected +components (Position, Movement, Render, etc in \cref{fig:ECS Component manager}). The +component manager stores two lists (key value pairs). The key of the first list is +the ID of an entity, and the value of this list are the connected components. The key +of the second list is the component, and the value of this list are the entities that +have this component. These two lists make it possible to very quickly gather +components or entities. This makes the \gls{ecs} very fast, which is of course an +advantage \autocite{man:ECSComponentManager}. + +\begin{figure} + \centering + \includegraphics[width=0.5\textwidth]{img/ECSComponentManager.png} + \caption{ECS Component manager} + Source: \autocite{img:ECSComponentSystem} + \label{fig:ECS Component manager} +\end{figure} + +Another aspect that makes the \gls{ecs} very fast, is that a system can handle all +components (of the same type) together at once. This is possible because all entities +are independent of each other. + +There are many ways of implementing the systems. Some say that each component type +has their own system. This interpretation of the systems does not take the interplay +of different component types, into account. A less restrictive approach is to let +different systems deal with all components they should be concerned with. For +instance a Physics Systems should be aware of Collision Components and Rigidbody +Components, as both probably contain necessary information regarding physics +simulation. It's best to see systems as ``closed environments''. That is, they do not +take ownership of entities nor components. They do access them through independent +manager objects, which in turn will take care of the entities and components +life-cycle \autocite{man:ECSExplanation}. + +Sometimes systems, entities and even components need to cummincate with each other. +This might be very hard because systems, entities and components are more or less +independent. One option is to use an event systems. A system, entity and component +can raise an event and other systems, entities and components can react to that +event. This is what makes the \gls{ecs} a complicated system (disadvantage) +\autocite{man:ECSExplanation}. + +There are many C/C++ libraries available, completely dedicated to \gls{ecs}. The most +popular libraries are shown in \cref{tab:popularECSLibraries}. The popularity is +based on the amount of stars on GitHub. + +\begin{table} + \centering + \begin{tabular}{ll@{\qquad}lr} + \toprule + \textbf{Name} & \textbf{Short Description} & \textbf{Stars} & \textbf{License}\\ + \midrule + EnTT & Fast and reliable entity-component system & 10k & MIT\\ + Flecs & A Multithreaded Entity Component System & 6.3k & MIT\\ + EntityX & Fast, type-safe C++ entity component system & 2.2k & MIT\\ + \bottomrule + \end{tabular} + \caption{Popular \gls{ecs} libraries} + Source: \autocite{github:awesome-ecs} + \label{tab:popularECSLibraries} +\end{table} + +TODO: Add library benchmark to find the best library. + +It is, of course, not necessary to use a library to implement an \gls{ecs} +architecture. However, it seems very hard to achieve the same performance as a +library \autocite{github:ecsfaq}. + +\subsection{Conclusion} + +\section{Gameobjects/components} +\label{sec:Gameobjects/components} + +\subsection{Introduction} + +One of the requirements of our customer, is that the game engine's structure is +similar to Unity. The customer has created a class diagram of the game engine's API, +which is (of course) very similar to Unity. One of the most important parts of the +class diagram is a so-called gameObject (with several components). It's needed to +understand the exact meaning/function of these gameObjects, that's why this research +question arose. + +\subsection{Findings} + +A gameObject is the most important concept in Unity. Every object in a game is a +GameObject, from characters and collectible items to the lights, cameras and special +effects. However, a gameObject itself can't do anything on its own. A gameObject +needs to be given properties before it can become a character, an envirnment, or a +special effect. \autocite{man:unityGameobjects} + +A gameObject can be seen as a container for components. Components are the properties +of the gameObject. A few examples of components are sprites, animators, audioSources, +and so on. Multiple (different) components can be assigned to a single gameObject +(e.g.~a sprite and an audioSource). + +Since we now know that a gameObject needs components to do something, it's obvious +that there should be a way to add components to a gameObject. Some components +(e.g.~the behaviorScript component) should also be able to reference to its +gameObject. + +Each gameObject always has one transform class. The transform class describes the +position, rotation, and scale within the scene. Some component use this information +to e.g.~scale a sprite. Other components eddit this information to e.g.~model +gravity. \autocite{man:unityTransformClass} + +A gameObject can have one (or multiple) children gameObject(s). All children +gameObjects, of course, also have one transform class. However, the position, +rotation, and scale of this class, is always the same as the child's parent. A child +can not have more than one parent. \autocite{man:unityTransformClass} \subsection{Conclusion} @@ -103,23 +265,18 @@ software, emulators, and popular games, including Valve's award-winning catalog many Humble Bundle games.''} \gls{sdl2} is written in the C programming language, and therefore, structs and functions are used instead of objects and methods. -The advantages of \gls{sdl2} are:\noparbreak -\begin{itemize} - \item Controller support is provided. - \item 2D and 3D rendering are supported. - \item Broad multiplatform support is offered, including older consoles such as the - Wii. - \item Low-level control is available. - \item A large community ensures wide usage. - \item Extended libraries can be used to add functionalities, such as SDL\_Mixer for - sound. -\end{itemize} - -The disadvantages of \gls{sdl2} are:\noparbreak -\begin{itemize} - \item A limited built-in 2D renderer is provided. - \item Extended libraries require setup. -\end{itemize} +\begin{comparison} + \pro{Controller support is provided.} + \pro{2D and 3D rendering are supported.} + \pro{Broad multiplatform support is offered, including older consoles such as the + Wii.} + \pro{Low-level control is available.} + \pro{A large community ensures wide usage.} + \pro{Extended libraries can be used to add functionalities, such as SDL\_Mixer for + sound.} + \con{A limited built-in 2D renderer is provided.} + \con{Extended libraries require setup.} +\end{comparison} \paragraph{SFML} @@ -127,32 +284,109 @@ The disadvantages of \gls{sdl2} are:\noparbreak network, system, and window. This framework, written in C++, was designed to simplify game development. -The advantages of \gls{sfml} are: +\begin{comparison} + \pro{Object-oriented design is provided since it is written in C++.} + \pro{A built-in 2D renderer is available for ease of use.} + \pro{A built-in audio system is included.} + \pro{Cross-platform support is available for Linux, Windows, and macOS.} + \pro{Networking capabilities are provided for multiplayer or networked + applications.} + \con{The 2D rendering engine may experience performance issues in large-scale + games.} + \con{The community is smaller compared to \gls{sdl2}.} + \con{No native 3D support is provided.} + \con{Not all image formats are supported.} +\end{comparison} + +\subsubsection{Audio} + +for audio some options could be: FMOD, Wwise, or iirKlang + +\subsection{Conclusion} + +\section{Resource manager} + +\subsection{Introduction} + +\subsection{Findings} + +\subsection{Unity formats} + +% TODO: +ref (urldate 2024-09-11) +Unity has many different asset file types that can be imported to use for a game +\href{https://docs.unity3d.com/Manual/BuiltInImporters.html}{unity imports}. The most +important formats are the audio, text and sprite formats. + +\subsubsection{Audio} + +% NOTE: multicols to save space (is this list necessary?) +The unity engine supports a lot of different audio formats:\noparbreak +\begin{multicols}{5} \begin{itemize} - \item Object-oriented design is provided since it is written in C++. - \item A built-in 2D renderer is available for ease of use. - \item A built-in audio system is included. - \item Cross-platform support is available for Linux, Windows, and macOS. - \item Networking capabilities are provided for multiplayer or networked - applications. + \item ogg. + \item aif. + \item aiff. + \item flac. + \item wav. + \item mp3. + \item mod. + \item it. + \item s3m. + \item xm. \end{itemize} +\end{multicols} + +\subsubsection{Sprite formats} -The disadvantages of \gls{sfml} are: +% NOTE: multicols to save space (is this list necessary?) +Unity supports many different image formats:\noparbreak +\begin{multicols}{5} \begin{itemize} - \item The 2D rendering engine may experience performance issues in large-scale - games. - \item The community is smaller compared to \gls{sdl2}. - \item No native 3D support is provided. - \item Not all image formats are supported. + \item jpg. + \item jpeg. + \item tif/tiff. + \item tga. + \item gif. + \item png. + \item psd. + \item bmp. + \item iff. + \item pict. + \item pic. + \item pct. + \item exr. + \item hdr. \end{itemize} +\end{multicols} -\subsubsection{Audio} +\subsection{Audio Format} -for audio some options could be: FMOD, Wwise, or iirKlang +% TODO: +ref (both urldate 2024-09-12) +The choice of audio format for the cr\^epe game engine depends on several factors, +including sound quality, memory usage, and licensing. According to various sources +\href{https://dev.to/tenry/comparison-of-audio-formats-for-games-jak}{comparison audio formats}, +\href{https://www.universityofgames.net/articles/audio-file-formats-used-in-game-development/}{Audio files in games}, +the most commonly used audio formats in game development are WAV, MP3, and Ogg. + +\subsubsection{Licensing} + +Historically, MP3 had patents on the audio format, but these restrictions have +expired. Ogg and FLAC, both developed by Xiph.Org, are open-source formats. +Additionally, the WAV format, though widely used, does not require a specific license +for distribution. + +\subsubsection{Conclusion} + +For the cr\^epe game engine, Ogg and FLAC are the preferred audio formats due to +their open-source licenses and high compatibility. FLAC is ideal for high-quality +audio with minimal compression, while Ogg is better suited for lower-quality audio +that requires reduced memory usage. Both formats come from the same non-profit +organization, Xiph.Org, ensuring that they align with open-source values and +licensing flexibility. \subsection{Conclusion} -\section{Gameloop/resource manager} +\section{Rendering} \subsection{Introduction} @@ -160,7 +394,7 @@ for audio some options could be: FMOD, Wwise, or iirKlang \subsection{Conclusion} -\section{Rendering} +\section{Event manager/game loop} \subsection{Introduction} @@ -168,15 +402,77 @@ for audio some options could be: FMOD, Wwise, or iirKlang \subsection{Conclusion} -\section{Event manager} +% TODO: this entire section +\section{Profiling and debugging} + +% Which profiling and debugging features are wanted? +% How to provide those profiling and debugging features? +% Can most of the profiling/debugging be handled by external tools? + +% Ideas: +% - flame graph +% - watchtable (combine w/ fps/speed control overlay?) +% - debug printing utility functions \subsection{Introduction} \subsection{Findings} +\subsubsection{Callgrind} + +\begin{comparison} + \pro{Source code does not need to be modified for profiling} + \con{Execution speed is severely impacted} +\end{comparison} + \subsection{Conclusion} -\section{Memory/debugging} +\section{Audio} + +The game engine is required to have an audio system +\autocite[\ref{req:audio}]{crepe:requirements}. Since writing a custom real-time +audio mixing engine is outside the scope of this project\mref, this section compares +various standalone audio libraries for suitability in the engine. + +\subsection{Libraries} +\label{sec:audio:libs} + +After searching for libraries (search terms: `dynamic/adaptive audio', `real-time +audio', `audio library', `game audio engine'), several libraries were found. These +libraries were checked against the audio engine requirements +\autocite{crepe:requirements} and then tested by writing the same benchmark-style +\gls{poc} using the remaining qualifying libraries:\noparbreak +\begin{enumerate} + \item Load a background track (Ogg Vorbis) + \item Load three short samples (WAV) + \item Start the background track + \item Play each sample sequentially while pausing and resuming the background track + \item Play all samples simultaniously + \item Stop all audio and exit +\end{enumerate} + +Of these libraries the following were determined to be unsuitable for use in this +project due to various reasons:\noparbreak +\begin{description} + \item[FMOD \autocite{lib:fmod}] Is proprietary (violates \cref{req:lib:license}) + \item[PortAudio \autocite{lib:portaudio}] Does not handle mixing + \item[miniaudio \autocite{lib:miniaudio}] With finished \gls{poc}, but dropped due + to very limited codec support (WAV, MP3 and FLAC only); Also does not have an + \gls{api} reference (only programming manual) + \item[YSE \autocite{lib:yse}] Attempted to write \gls{poc}, but CMake configuration + in repository is broken; This project seems to have been abandoned +\end{description} + +The only library that remained after these tests is SoLoud \autocite{lib:soloud}. It +is Zlib/LibPng licensed and provides a high-level object-oriented C++ \gls{api}. + +\subsection{Conclusion} +\label{sec:audio:conclusion} + +Due to a severe shortage of libraries that fit our requirements, SoLoud appears to be +the most suitable (and only) audio library for use in this project. + +\section{Physics} \subsection{Introduction} @@ -184,7 +480,7 @@ for audio some options could be: FMOD, Wwise, or iirKlang \subsection{Conclusion} -\section{Physics/scripting} +\section{Scripting} %links %ragdoll info: https://learn.unity.com/tutorial/creating-ragdolls-2019#649c42abedbc2a04c2145ce7 @@ -311,9 +607,7 @@ To know what the best Physics solution is for a project a list has been created \subsection{Conclusion} -\section{Conclusion} - -\section{Gameobjects/components} +\section{Audio} \subsection{Introduction} @@ -321,6 +615,13 @@ To know what the best Physics solution is for a project a list has been created \subsection{Conclusion} -\section{Conclusion} +\section{AI} + +\subsection{Introduction} + +\subsection{Findings} + +\subsection{Conclusion} \end{document} + |