fp-rendering-engine/README.org

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* FP Rendering Engine
** TL;DR
Graphics + Web + Functional Programming
[[https://ferano.io/3d-fp/][Play it here]]
** About
The goal of this project is to learn about the intersection of 3 different
topics; graphics, web, and functional programming. The FP acronym refers to both
the fact that it's a *F*irst *P*erson camera, as well as being implemented using
*F*unctional *P*rogramming. It uses Elm with WebGL to create a 3D first-person
scene implementing several lower level graphics techniques including matrix
transformations to model parent/child local transforms, texture mapping, and
basic lighting with shaders.
I worked on this project for a few weeks in 2019, however, it was just thrown
into a git repo without much consideration, along with [[https://git.ferano.io/JosephFerano/pqtorusknot][this]] project. I felt this
deserved a little bit more TLC, so I decided to spruce it up a little bit and
move it to its own repository. Here's the original [[https://github.com/JosephFerano/elm-graphics][project]].
** Showcase
*** First Person Camera
[[file:screenshots/play1.gif]]
[[https://ferano.io/3d-fp/play1.mp4][Higher Resolution Version]]
*** Sextus
[[file:screenshots/sextus.gif]]
[[https://ferano.io/3d-fp/sextus.mp4][Higher Resolution Version]]
** Building with Elm 0.18.0
To install the binaries manually, follow this short guide; - [[https://sirfitz.medium.com/install-elm-0-18-0-in-2021-3f64ce298801][Install Binaries]]
If you want to use =npm= instead; - =npm install -g elm@elm0.18.0=
If you use =npm=, note that you will likely need an older version of Node.js, so
it is recommended to use [[https://github.com/nvm-sh/nvm][nvm]] for that. I have not attempted this method
personally, fyi.
Once you have the Elm compiler, go ahead and run
=elm make Scene.elm=
And that should first pull in all the dependencies then generate an =index.html=
file.
*** Issues with dependencies
One of the dependencies of this project, =Zinggi/elm-obj-loader=, is getting a 404
when Elm tries to pull in all the deps during compilation. Therefore this
dependency will be included in version control, on the off chance someone
actually wants to build this.
** Running
In order to be able to load the textures and models, the files must be served by
an HTTP server because of browser security, see [[https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy][SOP]] and [[https://developer.mozilla.org/en-US/docs/Glossary/CORS][CORS]] if curious.
You can use ~elm-reactor~, run the command and open up your browser to
~https://localhost:8000~ and then click on ~Scene.elm~ in the nice project webview
provided. If you don't want to do that and have Python 3 installed, run =python3
-m http.server=, but make sure to compile with the ~elm make Scene.elm~ command
first.
** How to Play
You can walk around the scene and also control the robot which I have named
Emperor Sextus, Conqueror of the Luddites.
*** Keybindings
- Look Around: =Mouse=
- FPS Movement: =WASD=
- Robot Movement: =◀ ▼ ▲ ▶=
- Rotate Robot: =N | M=
- Rotate Robot Arm: =H | J=
- Rotate Robot Hand: =Y | U=
** Takeaways
The Elm WebGL library provides a few abstractions (namely =WebGL.Entity=) that
help reduce some of the boilerplate usually associated with creating a WebGL
application from scratch. While it was useful for the purposes of this
prototype, it remains to be seen if it would scale if this would become a proper
3D rendering engine.
Despite what might be potentially undiscovered performance issues, Elm was
pleasant to work with, and it sold me two ideas; functional programming and
minimalism. The touted safety and correctness were noticeable, the learning
curve wasn't as steep, and using the Elm debugger to be able to step back in
time through the game was eye-opening in showing what's possible when you
architect your state management with immutability in mind. It would be
interesting to see if a modern game engine could switch between the functional,
immutable data structures in a debug context and the cache-friendly mutable data
structures for improved performance in a release build. Thus boosting
productivity during development, while still remaining performant in the hands
of players.
** License
This project is licensed under the terms of the MIT license. For more
information, see the included LICENSE file.