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Game about automating terraformation in 3D maps, ant-style.

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Bioengineer

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Play the game

https://jmmut.itch.io/bioengineer

At the moment you can play in the browser (playable with mouse and keyboard) or download native versions.

Compile and run the game

Install rust.

Then, clone the repo:

git clone [email protected]:jmmut/bioengineer.git
cd bioengineer

and then, simply (-r is for compiling in release mode, i.e. with optimizations):

cargo run -r

That should work in Mac and Linux, and I think Windows too. If this doesn't work, refer to the macroquad documentation or to the github actions in this repo to see how the CI compiles for each platform. You might need to install some system libraries.

Architecture of the game

game architecture diagram

The code is split in 3 crates: game, logic and mq_basics. The main reason to do this is to support hot reloading.

The entry point is the game crate. It's basically the main() {while frame() {}} function and secondary programs like hot_reload_bioengineer. with the initialization of the scenes and the game loop, but doesn't contain the frame() function. If you are starting to look at this repo, you should start looking at game/src/main.rs.

The logic crate is a library whose main function frame() is for running a single frame. Each frame has roughly 3 stages: take input (mouse and keyboard), update the world, render the world. The trick that allows hot reloading is that the frame function takes all the state by mutable references.

Sadly, the Macroquad functions use a global variable for its context, so no code that uses Macroquad functions directly can be hot-swapped, because the global variable will be compiled inside the dynamic library, breaking the idea of keeping all the state in the main function, out of the library. This would prevent hot-reloading code that, for example, defines and uses some arrangement of buttons. The only thing I could think of is making a Drawer interface, and make the frame function take the interface, whose concrete implementation is defined in main(). This also has the benefit that the graphics backends can be swapped on the fly. At the moment, Macroquad's UI and egui's UI are supported, but I'll probably remove egui because it's harder to tune.

The mq_basics is just some aliases and definitions to make hot reloading possible and clear without hiding everything behind dynamic interfaces.

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Game about automating terraformation in 3D maps, ant-style.

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