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Set of core utilities for Source Engine tool development, written in Go

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Galaco/lambda-core

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Lambda Core

Lambda Core provides a semi-comprehensive set of tools to build practically any Source Engine tool from. Any module can be used in isolation, but its recommended to utilise at least the FileSystem and ResourceManager modules if any loader is used.

See https://github.com/galaco/Lambda-Client for a working BSP renderer built on top of this library.

Current features

  • GameInfo.txt parser for existing games
  • Full filesystem loader and searcher for all GameInfo defined paths, including pakfile and vpks
  • Vmt and Vtf parsing
  • Basic .mdl parsing (useable, incomplete)
  • Full bsp loading utilities

Contributing

There is loads to do! Right now there are a few core issues that need fixing, and loads of fundamental features to add. Here are just a few!

  • StudioModel library needs finishing before props can be properly added. There are some issues around multiple stripgroups per mesh, multiple materials per prop, mdl data not fully loaded, and likely more
  • Implement physics (probably bullet physics? Accurate VPhysics is probably not worthwhile, but needs investigation)
  • Displacement support incomplete - generation is buggy, and visibility checks cull displacements always (visible when outside of world only)
  • Additional game support/testing in BSP library

Some documentation

Entity

Provides an interface, and generic implementation of a game entity, as well as 3d transform struct and camera implementation.

Event

Event provides a very simple emitter/subscriber manager to allow engine event processing. It can be used for handling internal engine events, or for game logic, although that isn't recommended.

Filesystem

Source Engine is a little annoying in that there are potentially unlimited possible locations that engine resources can be located. Filesystem provides a way to register and organise any potential resource path or filesystem, while preserving filesystem type search priority.

Loader

Loader generates data structures for Source formats from file streams. Materials, textures, meshes etc.

Logger

Logger is a simple module to abstract out different print() priorities, and (eventually) locations than just stdout.

Material

Material provides a more GPU friendly vmt material implementation

Mesh

Provides a set of common data formats for vertex data in the bsp or compiled .mdl props.

Model

Models are combinations of simple data structures that represent a single higher level visual object. e.g. []Mesh is a studio model, []Face is bsp data etc.

Resource

Resource provides a management struct for tracking what game resources have been loaded from the filesystem. When a map is loaded, all found materials, textures, models should be added to the ResourceManager, so they can be loaded only once, and cleaned up correctly when no longer needed.

Scene

Provides a simple scene struct that contains bsp face and staticprop information

Texture

Provides a set of GPU friendly texture formats. For now OpenGL usage is enforced, but abstracting that out should be doable.