YourWishesandClaude Sonnet 5 9a24b3d7db Bring the entity-component system online: rendering, scene manager, scripting
entityRenderAll() (src/dusk/entity/entityrender.c) ports ac2's
scene.c:sceneRender() camera/view-matrix/draw-loop logic as a standalone
function - find the active camera, bind SHADER_UNLIT with its projection/
view, draw every COMPONENT_TYPE_RENDERABLE entity. display.c calls it each
frame between the screen clear and screenUnbind(), the same spot the old
sceneRender() used to sit.

A single-scene scene manager (src/dusk/scene/, ported from ac2 minus its
prefab system and physics/trigger stepping - that module hasn't been
ported yet) sits alongside this but isn't wired into the engine loop yet;
only one scene can ever exist (no SCENE_COUNT_MAX array).

entitymanager.c/h removed entirely: its three arrays (entities/components/
entitiesWithComponent) are now plain globals in entity.h/.c
(ENTITIES/COMPONENTS/ENTITIES_WITH_COMPONENT), and every entity/component
function across the whole ECS (entity, component, position, camera,
renderable, physics, trigger, animation) drops its entitymanager_t *mgr
parameter to operate on them directly - there was only ever one instance of
that struct in the whole engine, so the indirection bought nothing.

New duskscript bindings (src/dusk/script/native/entity/) expose entityAdd,
entityAddComponent/entityGetComponent, entitySetName/entityGetName/
entityFindByName, entityDispose/entityDisposeDeep,
entityPositionSetLocalPosition/entityPositionLookAt,
entityRenderableSetMesh (by name - cube/plane/sphere/capsule/triprism/quad),
and COMPONENT_TYPE_*/ENTITY_ID_INVALID/COMPONENT_ID_INVALID constants.
assets/init.ds uses them to spawn a camera (via LookAt from (3,3,3) at the
origin), a cube and a plane as the engine's first real content on the new
ECS.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-10-15 09:08:20 -05:00
2026-07-02 19:20:17 -05:00
2026-05-07 17:38:41 -05:00
2026-09-02 18:49:12 -05:00

Dusk

RPG Game Project, small and able to run on a PSP.

Building

Each build target has different requirements. You can take a look at the git workflow to see how the builds are done for each target. In addition, for accessing the editor and building the game on your host system, install the following packages, depending on your system;

Fedora;

sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel libmad-devel

libmad-devel (used for MP3 decoding) is GPL-licensed and ships in the RPM Fusion free repository rather than Fedora's base repos - make sure RPM Fusion is enabled first.

Ubuntu;

sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl libmad0-dev

Arch Linux;

sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl libmad
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