Screen 13

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Screen 13 is an easy-to-use 2D/3D rendering engine in the spirit of QBasic.

Overview

Programs made using Screen 13 are built as regular executables using an optional design-time asset baking process. Screen 13 provides all asset-baking logic and aims to provide wide support for texture formats, vertex formats, and other associated data. Baked assets are stored in .pak files.

Screen 13 is based on the gfx-rs project, and as such targets native Vulkan, Metal, DirectX 12, OpenGL, WebGL, Android, and iOS targets, among others.

Goals

Screen 13 aims to provide a simple to use, although opinionated, ecosystem of tools and code that enable very high performance portable graphics programs for developers using the Rust programming language.

Single Threaded: Although some things can be shared amongst other threads, such as disk and network IO, the main graphics API of Screen 13 does not support multiple threads. This is a conscious decision to limit complexity while optimizing for the 98% of programs that use a "main thread" methodology. I am open to changing this if the proposed API is easy to use and high performance. Perhaps it's as easy as a cargo manifest feature, not sure.

Just Enough: Only core 2D and 3D rendering features are included, along with window event handling and window-based input. Additional things, such as an entity component system, physics, sound, and gamepad input must be handled by your code.

Asset Baking

Asset baking is the process of converting files from their native file formats into a runtime-ready format that is optimized for both speed and size. Currently Screen 13 uses a single file (or single HTTP/S endpoint) for all runtime assets. Assets are baked from .toml files which you can find examples of in the examples/content directory.

Quick Start

Included are some examples you might find helpful:

Some examples require an associated asset .pak file in order to run, so you will need to run the example like so:

bash cargo run examples/content/basic.toml cargo run --example basic

These commands do the following:

See the example code for more information, including a helpful getting started guide.

Roadmap/Status/Notes

This engine is very young and is likely to change as development continues.

Optional features

Screen 13 puts a lot of functionality behind optional features in order to optimize compile time for the most common use cases. The following features are available.

NOTE: The deferred and forward renderers have separate code paths and you can choose either on a render-by-render basis.

Content Baking Procedures

A main project .toml file is required. All content loaded at runtime must be present in this file.

Additional .toml asset files are referenced using either relative (../path/file.ext) or absolute (/path/file.ext) format, where the root is the same directory as the main project .toml file.

Brotli Compression

Higher compression ratio but somewhat slow during compression. Compresses 108mb to 3.8mb in a real-world test.

toml [content] compression = 'brotli' buf_size = 4096 quality = 10 window_size = 20

Snap Compression

Faster during compression and lower compression ratio compared to Brotli. Compresses 108mb to 12mb in a real-world test. Best for use when re-building assets often.

toml [content] compression = 'snap'

History

As a child I was given access to a computer that had GW-Basic; and later one with QBasic. All of my favorite programs started with:

basic CLS SCREEN 13

These commands cleared the screen of text and setup a 320x200 256-color paletized color video mode. There were other video modes available, but none of them had the 'magic' of 256 colors.

Additional commands QBasic offered, such as DRAW, allowed you to build very simple games incredibly quickly because you didn't have to grok the enirety of linking and compiling in order get things done. I think we should have options like this today, and this project aims to allow future developers to have the same ability to get things done quickly while using modern tools.