A 2D GAME ENGINE W/ AN ECO-FRIENDLY PIXEL-ART RETRO-SOUL
Welcome to Tofu Engine
!
Make yourself comfortable, and join for a ride through a mixture of old-fashioned and modern game development! :)
- Carefully crafted C99 code.
- Self-contained, no additional runtime modules/libraries required ("standard" system-wide libraries excluded).
- Multi-platform support through cross-compilation (Windows, Linux, Raspberry-Pi, and other ARM platforms as long they are running on Linux -- macOS currently not supported, possibly WebAssembly in the not-so-distant future).
For the courious ones, these are the current statistics of the game-engine codebase:
Language | Files | Blank | Comment | Code |
---|---|---|---|---|
C | 80 | 3348 | 2496 | 16777 |
C/C++ Header | 88 | 698 | 2408 | 2144 |
Lua | 22 | 296 | 497 | 1708 |
GLSL | 12 | 118 | 282 | 422 |
202 | 4460 | 5683 | 21051 |
- Fully scripted in Lua.
- Straight multimedia support, no intermediate third-party libraries (OpenGL 2.1 required).
- Windowed/fullscreen display with best-fit integer automatic scaling.
- Array of predefined common/famous resolutions (e.g. C64, Capcom's arcades, Nintendo DS, Sony PSP, etc...).
- Internal software renderer. OpenGL is used only to present the framebuffer to the user (and apply post-process effects).
- Fixed- and variable-size Blitter OBjects drawing with rotation/scaling/flipping.
- Support for both proportional and non-proportional bitmap-based fonts (alphabet subset can be specified, if required).
- Sprite batching for optimized (ehm) batch drawing.
- Tiles drawing with offset/scaling/flipping.
- Palette-based graphics w/ 256 colors.
- Predefined library of 8/16/32/64 colors palettes.
- Banked palette support w/ color bias during VRAM transfer.
- Automatic nearest-matching-color palette indexing of RGBA8888 images.
- Per-color re-indexing (shifting) and transparency, affecting drawing operations (both per-draw and during VRAM transfer).
- Multiple (offscreen) canvas w/ drawing state stack support.
- SNES' Mode7-like transforms, with scanline based (HDMA) changes.
- Amiga's Copper-like programs, with pixel-wide resolution.
- Image programmable copy functions, to implement script-shaders.
- Image stencil copy function, with used definable threshold function.
- Image blend copy, with user definable blending function (
repeat
,add
,sub
,multiply
,min
,max
). - Post-effect display-wise fragment shaders.
- Library of "retro-feel" post-effects (LCD, CRT, color-blindness, etc...).
- Audio support w/real-time sound streaming on a separate thread.
- On-the-fly audio mixing w/ per voice looping/panning/balance/gain/speed control.
- Static and streamed audio data playback (FLAC format).
- Module playback support (MOD, S3M, XM, and IT).
- Out-of-the-box timers support.
- Ready-to-use 2D vector class and higher-order iterators.
- 2D physics-engine.
- Customizable application icon.
- Support for archived games, via custom "packed" format (w/ optional encryption). Multiple archives are supported, with root directory override.
- Resource manager w/ caching I/O and single instance object loading/reuse.
- Multiple player support w/ up to 4 simultaneous game controllers. Mouse emulation is supported. Controllers #0 and #1 can be keyboard emulated.
- Screen capture and recording.
- Framebuffer offsetting (e.g. for screen-shaking effect).
- Out-of-the-box 'tweening functions support (optimized Penner's set).
- Noise generators (Perlin, simple, and cellular).
- Logging facility (w/ selectable severity level).
- Run-time signature check for Lua's API functions (debug build). Also, UDTs are typed-checked with a custom RTTI implementation.
- Crash screen (debug build).
- Game window focus detection (for game-pause).
- Real-time performance statistics (FPS and frame times) and resource usage (memory).
- User-dependent I/O functions to load/store game data.
- Configuration override through command-line arguments.
Although I have been known to take pleasure in reinventing the wheel at every possible opportunity, Tofu Engine leverages some awesome libraries:
- cglm v0.9.4
- Chipmunk2D v7.0.3
- dr_libs v0.12.42, v0.6.39, v0.13.16
- FastNoiseLite v1.0.1
- Glad v2.0.6
- GLFW v3.4.0
- libspng v0.7.4
- libxmp v4.6.1
- Lua v5.4.7
- miniaudio v0.11.21
- miniz v3.0.2
- SDL_GameControllerDB
- spleen v1.9.3
- Stefan Gustavson's noise library
- stb revision w/ date
20240213
Tofu Engine is an original software, result of the experience gained from ~30 years in programming on a broad range of platforms (some concept even stems back to ancient platforms like the Amiga and the SNES, and arcane languages like AMOS and Blitz BASIC 2). However, it has also been influenced by modern similar/other software in one way or another. Here's a brief list.
The lovely game-engine logo has been designed by Blort.
In order to compile Tofu Engine
, a Linux machine in required (either physical or virtual). A Debian-based distribution is suggested, although I've been using Ubuntu during the development. One can use the following commands to install all the required dependencies:
sudo apt install build-essential
sudo apt install mingw-w64
sudo apt install xorg-dev libx11-dev libwayland-dev libxkbcommon-dev wayland-protocols mesa-common-dev libgles2-mesa-dev
sudo apt install lua5.4 liblua5.4-dev luarocks
sudo luarocks --lua-version=5.4 install argparse
sudo luarocks --lua-version=5.4 install luafilesystem
sudo luarocks --lua-version=5.4 install luacheck
sudo luarocks --lua-version=5.4 install luazen
Please note that MinGW is required only to obtain the Windows build through cross-compilation. One can simply use MinGW on Windows to build the engine binary as it is.
Of course, git
should also be installed to clone the repository.
sudo apt install git
Proceed in creating a local clone of the repository with the command
git clone https://github.com/tofuengine/tofu.git
into a suitable work directory. Move into the tofu
directory you've just created and use make
to build the executable. You can use the following command-line parameters to control the build process:
BUILD
, can be eitherdebug
orrelease
with the usual meaning. If not specified, the build is assumed in debug mode.PLATFORM
, can be eitherlinux
orwindows
. If not specified, the build is assumed for Linux platform.WINDOWING
, can bex11
,wayland
,gdi
, ormesa
. If not specified, the build assumesgd1
for the Windows platform,x11
otherwise for the Linux one. Please note thatmesa
is not really supported andwayland
is experimental (but should work).ARCHITECTURE
, can bex64
,x32
,arm64
orarmhf
. If not specified the current host architecture is used as target.
The build artifacts will be placed in the build
directory.
Alternatively, if you prefer not to tamper with your system, you can use a Docker container for the build process. For that purpose, a ready-to-use Dockerfile can be found in the
extras/docker
directory. Use themake docker-create
command to build the container andmake docker-launch
to start it in the current folder.
A note about cross-builds of the game-engine. The project has been designed with Linux as a development machine, with the distinct platform-dependent build archived through cross-compilation. As said, the Windows build is obtained thanks to MinGW, which includes all the required dependencies (i.e. development libraries). To obtain the ARM builds through cross-compilation, as well, Multiarch is to be used. The steps to add support are the following.
First and foremost the arm64
(for 64-bit ARM) and armhf
(for 32-bit ARM) architectures need to be added
sudo dpkg --add-architecture arm64
sudo dpkg --add-architecture armhf
Then, the apt
sources for this architecture need to be configured, by creating a new file /etc/apt/sources.list.d/arm64-sources.list
with this content (which mirrors the sources.list
file, minus the security sources which are not required):
echo "deb [arch=arm64,armhf] http://ports.ubuntu.com/ $(lsb_release -cs) main restricted" | sudo tee /etc/apt/sources.list.d/arm64-sources.list > /dev/null
echo "deb [arch=arm64,armhf] http://ports.ubuntu.com/ $(lsb_release -cs)-updates main restricted" | sudo tee -a /etc/apt/sources.list.d/arm64-sources.list >> /dev/null
echo "deb [arch=arm64,armhf] http://ports.ubuntu.com/ $(lsb_release -cs) universe" | sudo tee -a /etc/apt/sources.list.d/arm64-sources.list >> /dev/null
echo "deb [arch=arm64,armhf] http://ports.ubuntu.com/ $(lsb_release -cs)-updates universe" | sudo tee -a /etc/apt/sources.list.d/arm64-sources.list >> /dev/null
echo "deb [arch=arm64,armhf] http://ports.ubuntu.com/ $(lsb_release -cs) multiverse" | sudo tee -a /etc/apt/sources.list.d/arm64-sources.list >> /dev/null
echo "deb [arch=arm64,armhf] http://ports.ubuntu.com/ $(lsb_release -cs)-updates multiverse" | sudo tee -a /etc/apt/sources.list.d/arm64-sources.list >> /dev/null
echo "deb [arch=arm64,armhf] http://ports.ubuntu.com/ $(lsb_release -cs)-backports main restricted universe multiverse" | sudo tee -a /etc/apt/sources.list.d/arm64-sources.list >> /dev/null
At the same time, the current content /etc/apt/sources.list
file need to be patched so that it refers to the actual host architecture. If it isn't already configured as such you can use the following command to patch the file:
sudo sed -i "s/deb http/deb [arch=$(dpkg --print-architecture)] http/" /etc/apt/sources.list
Remember to issue a sudo apt update
command to refresh the APT database and, finally, install GCC's backends and the library dependencies we need:
sudo apt install gcc-aarch64-linux-gnu binutils-aarch64-linux-gnu
sudo apt install gcc-arm-linux-gnueabihf binutils-arm-linux-gnueabihf
sudo apt install --no-install-recommends libx11-dev:arm64 libx11-dev:armhf
which will also install any required package.
Along with the game engine source, there are a bunch of (basic) demo projects. They are located in the demos
sub-directory and can be launched using make
, passing the name of the project as a target (e.g. make splash
).
If Tofu Engine appeals you and
- you are experiencing some issues (hopefully not too much of them!),
- you are seeing some unexpected behaviour (d'oh!),
- you have some cool ideas do you want to share,
- you feel the urge to implement a feature from the "desiderata" below, or
- you want to write some examples and/or documentation
please don't hold you back and contribute! :)
Follows a brief (and incomplete) list of additional features somewhen in the future I'd like to implement.
- Boot splash-screen w/ resource preloading support (much like older consoles).
- On-screen overlay w/ performance information (FPS, graph, frame-time, etc...).
- Logging to file.
- Asynchronous resource loading/decoding with callback (maybe just some kind of pre-loading? With coroutines?)
- Webassembly build via Emscripten to HTML5.
- Use a custom memory-management allocator.
- Multi-threaded parallel rendering (w/ double/triple buffering).
- Framebuffer rotations? Or does Mode7 suffices? But copperlists are not rendered on canvases...
- (Script-level) game state/screen transitions, something similar to the concept of "rooms" that many engines offer.
- Tweakable game-time management, to control the actual real-time game speed (speed up, slow down, pause, etc...)
- Move to full GPU use (beware of the diamond-exit-rule and ensure pixel-perfect positioning).
- Adopt another (more simple to merge into) pixel font.
- Switch to Vulkan API (through GLFW).
- Animation support w/ frameset DSL (i.e. compiling a string where each token can be a single frame, a range or a "keep-current-frame for some time" command). Each frameset can have its one update period, and will be most likely based upon a timer.
- Tiled-map support w/ camera support (zoom and scrolling).
- Custom "raw" graphics and sound formats, with on-the-fly LZ4 (stream?) compression.
- On-the-fly (could pre-cache it for later usage) sound synthesizer, similar to srfx.
- Audio channels support -- each source is to associated to a channel.
- Real-time audio effects (noise, reverb, filters, spatialization, etc...).
- Rumble and force feedback support -- this might be implemented with a specific library as GLFW doesn't support it (perhaps taken from SDL_syshaptic?).
- Analogue support for shoulder and trigger axes.
- Better input handling by leveraging an event-driver approach -- this should reduce the current sub-system complexity (as it polled).
- Apply filtering for the analogs, either with a low pass filter (page 591) or moving average.
- Implement buttons state check with XOR (page 594)
- chords and gestures detection, for example for Street Fighter II-like combos.
make bunnymark BUILD=profile
gprof ./tofu gmon.out > analysys.txt
gprof ./tofu gmon.out | ./extras/gprof2dot.py | dot -Tpng -o analysys.png