Commit graph

81 commits

Author SHA1 Message Date
c9c334ae57 add modified clowndoom 2023-02-19 01:52:56 +01:00
dfbfb4b08c and back to spawning doomsims 2023-02-19 01:46:31 +01:00
773ea7341c intermittent commit: do not spawn doomsim instances to test rendering
Without spawning doomsims the SDL_UpdateTexture()+SDL_RenderCopy() way does
scale well: with 1024 non-spawned dooms I'm at 19.4 fps, 51.5 ms/frame.
A single core is maxed out all the time and it's nicely jumping between
cores.
2023-02-19 01:45:51 +01:00
feb0bc995c work on rendering - can draw rectangles into buffers and display those
Approach is to have one SDL_Texture per doom and use SDL_RenderCopy() with
different destination rectangles to compose the layout. Apart from
SDL_UpdateTexture() and SDL_RenderCopy() no work is done per doom.

This scales up to ~200 doomsim instances. After that the frametime
increases rapidly and all my cores are maxed out.

TODO: test without spawning doomsim processes!
2023-02-19 01:24:52 +01:00
9dab0ccf70 rename QuitDoom -> Endoom :) 2023-02-18 23:04:34 +01:00
e590bed17a slight render call rearrangement 2023-02-18 22:41:05 +01:00
86dcd6f92d get rid of the doomId concept, use the pid instead
The internal unique id should not be needed, the pid is unique enough :)

Also this can allow starting dooms externally without having to pass an id
parameter that's not already in use. The externally started doom sends its
pid with the DoomReady message and the controller can add a new entry if it
needs to. Of course the controller will not be able to kill() these
externally started dooms.
2023-02-18 22:28:15 +01:00
42a2d01f2a build tiny messaging infrastructure, refactor, hack till it sort of works
When usleep()'ing in doomsim it misses most of the quit messages. I think
it's because the controller spams RunDoom all the time and the quit
messages get discarded while doomsim is sleeping.
2023-02-18 22:08:12 +01:00
cc4f66f8de make logc an OBJECT library and enable clang-tidy for my code 2023-02-18 12:30:53 +01:00
67fba60f47 fix two "No newline at end of file" warnings 2023-02-18 12:30:53 +01:00
e26e406f29 caturday work: leak fixes, can now tell dooms to quit, nng util functions 2023-02-18 12:30:53 +01:00
7dbcf4bbb5 use _Static_assert to ensure DP_DoomState_Strings matches DP_Doomstate enum 2023-02-18 12:30:53 +01:00
823932af16 posix_spawn() doomsims
The doomsim startup routine or the controller startup publish are broken.
The doomsims never transition from DP_DS_Ready state.
2023-02-18 12:30:53 +01:00
c41066ebeb remove the 'src/' prefix from file:line log output 2023-02-18 12:30:53 +01:00
17f4b34ea3 add comment to ExampleAppLog and mini refactoring 2023-02-18 12:30:53 +01:00
ddea47ba59 fix broken debugging due to -ffile-prefix-map 2023-02-18 12:30:53 +01:00
a75ffa940d fix build under msys2 2023-02-18 12:30:40 +01:00
61a3d20dad add first ui input elements and in-game logging 2023-02-12 22:21:06 +01:00
3dbf4f2255 custom imgui window title! 2023-02-12 16:12:01 +01:00
e4cf3deecc First steps with Dear ImGui. It's awesome! 2023-02-12 15:48:15 +01:00
c5b68bedde add test binary to make sure dp_common can be used from C 2023-02-12 13:46:52 +01:00
07033c9d13 mini refactoring and cleanup 2023-02-12 13:40:41 +01:00
9700ada079 add an imgui demo app + cmake cleanup 2023-02-12 13:39:48 +01:00
28489b9ee8 add my standard typedefs for integrals 2023-02-12 13:38:54 +01:00
31aa3f049e build and use imgui from externals, make the imgui demo work 2023-02-12 04:47:48 +01:00
d6829aa9cd ctrl: write some broken sdl and imgui code 2023-02-12 03:32:02 +01:00
cd99af391f doomsim updates: state machine, nng_recvmsg/nng_sendmsg, first actual logic 2023-02-11 23:52:20 +01:00
a7b31a6f49 refactoring all the things
- Move from spdlog to log.c by rxi
- Create dp_common c library
- Create empty doomsim executable
2023-02-08 06:39:23 +01:00
5ca8329db1 buggy pub sub code 2023-02-04 01:56:30 +01:00
51441ff6e3 actually use the in-tree, patched version of nng 2023-02-04 01:56:09 +01:00
6c33ce8deb create cmake project structure and c++ test app 2023-02-03 23:33:37 +01:00