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C#, AMD ROCm, AMD Vulkan 3D Video Game Engine

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 josh
(@josh)
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Joined: 2 months ago
Posts: 510
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Here's a comprehensive folder structure and source code for a 3D video game engine using C#, AMD ROCm, and AMD Vulkan:

### Folder Structure

```
GameEngine/
│
├── Engine/
│   ├── Core/
│   │   ├── GameEngine.cs
│   │   ├── Window.cs
│   │   ├── Time.cs
│   │   └── GameLoop.cs
│   │
│   ├── Graphics/
│   │   ├── Vulkan/
│   │   │   ├── VulkanContext.cs
│   │   │   ├── VulkanDevice.cs
│   │   │   ├── VulkanSwapchain.cs
│   │   │   ├── VulkanRenderer.cs
│   │   │   └── VulkanPipeline.cs
│   │   │
│   │   ├── Shaders/
│   │   │   ├── vertex.glsl
│   │   │   └── fragment.glsl
│   │   │
│   │   └── Resources/
│   │       ├── Texture.cs
│   │       ├── Mesh.cs
│   │       └── Material.cs
│   │
│   ├── Input/
│   │   ├── InputManager.cs
│   │   └── Keyboard.cs
│   │
│   ├── Scene/
│   │   ├── Scene.cs
│   │   ├── GameObject.cs
│   │   └── Component.cs
│   │
│   └── Audio/
│       └── AudioManager.cs
│
├── Game/
│   ├── MainGame.cs
│   ├── Player.cs
│   └── Scenes/
│       └── Level1.cs
│
├── ThirdParty/
│   └── Vulkan.NET/
│       └── (Vulkan .NET bindings)
│
└── Assets/
    ├── Models/
    ├── Textures/
    └── Shaders/
```

### Source Code Implementation

**Engine/Core/GameEngine.cs**
```csharp
using System;
using Engine.Graphics.Vulkan;

namespace Engine.Core
{
    public class GameEngine
    {
        private Window _window;
        private VulkanContext _vulkanContext;
        private GameLoop _gameLoop;
        private bool _isRunning = false;

        public void Initialize()
        {
            Console.WriteLine("Initializing Game Engine...");
            
            // Initialize window
            _window = new Window();
            _window.Initialize();

            // Initialize Vulkan context
            _vulkanContext = new VulkanContext(_window);
            _vulkanContext.Initialize();

            // Start game loop
            _gameLoop = new GameLoop(this);
            _isRunning = true;
        }

        public void Run()
        {
            while (_isRunning)
            {
                _gameLoop.Update();
                _gameLoop.Render();
            }
        }

        public void Shutdown()
        {
            Console.WriteLine("Shutting down Game Engine...");
            _vulkanContext.Shutdown();
            _window.Shutdown();
            _isRunning = false;
        }

        public VulkanContext GetVulkanContext() => _vulkanContext;
    }
}
```

**Engine/Core/Window.cs**
```csharp
using System;
using Silk.NET.Windowing;

namespace Engine.Core
{
    public class Window
    {
        private IWindow _window;
        private GameEngine _engine;

        public void Initialize()
        {
            var options = WindowOptions.Default;
            options.Size = new Silk.NET.Maths.Vector2D<int>(1920, 1080);
            options.Title = "3D Game Engine";
            options.VSync = true;
            
            _window = Window.Create(options);
            _window.Load += OnLoad;
            _window.Render += OnRender;
            _window.Closing += OnClosing;
        }

        public void Shutdown()
        {
            _window?.Dispose();
        }

        private void OnLoad()
        {
            Console.WriteLine("Window loaded");
        }

        private void OnRender(double obj)
        {
            // Render frame
        }

        private void OnClosing()
        {
            Console.WriteLine("Window closing");
        }
    }
}
```

**Engine/Graphics/Vulkan/VulkanContext.cs**
```csharp
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using Silk.NET.Core;
using Silk.NET.Vulkan;
using Silk.NET.Vulkan.Extensions.KHR;

namespace Engine.Graphics.Vulkan
{
    public class VulkanContext
    {
        private Vk _vk;
        private Instance _instance;
        private PhysicalDevice _physicalDevice;
        private Device _device;
        private SurfaceKHR _surface;
        private Queue _graphicsQueue;
        private Queue _presentQueue;
        private KhrSurface _surfaceExtension;

        private Window _window;
        private string[] _requiredExtensions;

        public VulkanContext(Window window)
        {
            _window = window;
        }

        public void Initialize()
        {
            Console.WriteLine("Initializing Vulkan Context...");

            // Setup required extensions
            _requiredExtensions = new[]
            {
                KhrSurface.ExtensionName,
                "VK_AMD_gpu_shader_half_float",
                "VK_AMD_shader_ballot"
            };

            // Create instance
            var appInfo = new ApplicationInfo()
            {
                SType = StructureType.ApplicationInfo,
                PApplicationName = "3D Game Engine",
                ApplicationVersion = new Version(1, 0, 0),
                PEngineName = "GameEngine",
                EngineVersion = new Version(1, 0, 0),
                ApiVersion = new Version(1, 2, 0)
            };

            var instanceCreateInfo = new InstanceCreateInfo()
            {
                SType = StructureType.InstanceCreateInfo,
                PApplicationInfo = &appInfo,
                EnabledExtensionCount = (uint)_requiredExtensions.Length,
                PpEnabledExtensionNames = _requiredExtensions
            };

            _vk = Vk.GetApi();
            if (_vk.CreateInstance(ref instanceCreateInfo, null, out _instance) != Result.Success)
                throw new Exception("Failed to create Vulkan instance");

            // Create surface
            _surfaceExtension = new KhrSurface(_vk, _instance);
            _window.CreateSurface(_instance, out _surface);

            // Select physical device
            SelectPhysicalDevice();

            // Create logical device
            CreateLogicalDevice();
        }

        private void SelectPhysicalDevice()
        {
            var deviceCount = 0u;
            _vk.EnumeratePhysicalDevices(_instance, ref deviceCount, null);
            
            if (deviceCount == 0)
                throw new Exception("No physical devices found");

            var devices = new PhysicalDevice[deviceCount];
            _vk.EnumeratePhysicalDevices(_instance, ref deviceCount, devices);

            foreach (var device in devices)
            {
                // Check for AMD GPU
                var properties = new PhysicalDeviceProperties();
                _vk.GetPhysicalDeviceProperties(device, out properties);
                
                if (properties.VendorID == 0x1002) // AMD vendor ID
                {
                    _physicalDevice = device;
                    break;
                }
            }

            if (_physicalDevice == default)
                throw new Exception("No AMD GPU found");
        }

        private void CreateLogicalDevice()
        {
            var queueFamilyCount = 0u;
            _vk.GetPhysicalDeviceQueueFamilyProperties(_physicalDevice, ref queueFamilyCount, null);

            var queueFamilies = new QueueFamilyProperties[queueFamilyCount];
            _vk.GetPhysicalDeviceQueueFamilyProperties(_physicalDevice, ref queueFamilyCount, queueFamilies);

            uint graphicsQueueIndex = 0;
            uint presentQueueIndex = 0;

            for (uint i = 0; i < queueFamilyCount; i++)
            {
                if (queueFamilies[i].QueueFlags.HasFlag(QueueFlags.QueueGraphicsBit))
                    graphicsQueueIndex = i;

                var isPresentSupported = _surfaceExtension.GetPhysicalDeviceSurfaceSupport(
                    _physicalDevice, i, _surface, out var supported);

                if (isPresentSupported && supported)
                    presentQueueIndex = i;
            }

            var queueCreateInfo = new DeviceQueueCreateInfo()
            {
                SType = StructureType.DeviceQueueCreateInfo,
                QueueFamilyIndex = graphicsQueueIndex,
                QueueCount = 1,
                PQueuePriorities = new[] { 1.0f }
            };

            var deviceExtensions = new[]
            {
                KhrSwapchain.ExtensionName
            };

            var deviceCreateInfo = new DeviceCreateInfo()
            {
                SType = StructureType.DeviceCreateInfo,
                QueueCreateInfoCount = 1,
                PQueueCreateInfos = &queueCreateInfo,
                EnabledExtensionCount = (uint)deviceExtensions.Length,
                PpEnabledExtensionNames = deviceExtensions
            };

            if (_vk.CreateDevice(_physicalDevice, ref deviceCreateInfo, null, out _device) != Result.Success)
                throw new Exception("Failed to create Vulkan device");

            // Get queues
            _vk.GetDeviceQueue(_device, graphicsQueueIndex, 0, out _graphicsQueue);
            _vk.GetDeviceQueue(_device, presentQueueIndex, 0, out _presentQueue);
        }

        public void Shutdown()
        {
            _vk.DestroySurface(_instance, _surface, null);
            _vk.DestroyInstance(_instance, null);
        }

        public PhysicalDevice GetPhysicalDevice() => _physicalDevice;
        public Device GetDevice() => _device;
        public Queue GetGraphicsQueue() => _graphicsQueue;
        public Queue GetPresentQueue() => _presentQueue;
    }
}
```

**Engine/Graphics/Vulkan/VulkanRenderer.cs**
```csharp
using System;
using Silk.NET.Vulkan;

namespace Engine.Graphics.Vulkan
{
    public class VulkanRenderer
    {
        private VulkanContext _context;
        private CommandPool _commandPool;
        private CommandBuffer[] _commandBuffers;

        public VulkanRenderer(VulkanContext context)
        {
            _context = context;
        }

        public void Initialize()
        {
            Console.WriteLine("Initializing Vulkan Renderer...");

            // Create command pool
            var poolCreateInfo = new CommandPoolCreateInfo()
            {
                SType = StructureType.CommandPoolCreateInfo,
                QueueFamilyIndex = 0, // Will be set later
                Flags = CommandPoolCreateFlags.CommandPoolCreateResetCommandBufferBit
            };

            if (_context.GetDevice().CreateCommandPool(ref poolCreateInfo, null, out _commandPool) != Result.Success)
                throw new Exception("Failed to create command pool");

            // Allocate command buffers
            var bufferCount = 1u;
            var allocInfo = new CommandBufferAllocateInfo()
            {
                SType = StructureType.CommandBufferAllocateInfo,
                CommandPool = _commandPool,
                Level = CommandBufferLevel.Primary,
                CommandBufferCount = bufferCount
            };

            _commandBuffers = new CommandBuffer[bufferCount];
            if (_context.GetDevice().AllocateCommandBuffers(ref allocInfo, _commandBuffers) != Result.Success)
                throw new Exception("Failed to allocate command buffers");
        }

        public void Render()
        {
            // Begin command buffer
            var beginInfo = new CommandBufferBeginInfo()
            {
                SType = StructureType.CommandBufferBeginInfo
            };

            if (_context.GetDevice().BeginCommandBuffer(_commandBuffers[0], ref beginInfo) != Result.Success)
                throw new Exception("Failed to begin command buffer");

            // TODO: Add actual rendering commands here

            // End command buffer
            _context.GetDevice().EndCommandBuffer(_commandBuffers[0]);
        }

        public void Shutdown()
        {
            _context.GetDevice().DestroyCommandPool(_commandPool, null);
        }
    }
}
```

**Engine/Scene/GameObject.cs**
```csharp
using System.Collections.Generic;

namespace Engine.Scene
{
    public class GameObject
    {
        public string Name { get; set; }
        public Vector3 Position { get; set; }
        public Vector3 Rotation { get; set; }
        public Vector3 Scale { get; set; }

        private List<Component> _components;

        public GameObject()
        {
            _components = new List<Component>();
            Position = Vector3.Zero;
            Rotation = Vector3.Zero;
            Scale = Vector3.One;
        }

        public void AddComponent(Component component)
        {
            _components.Add(component);
            component.SetGameObject(this);
        }

        public T GetComponent<T>() where T : Component
        {
            return _components.OfType<T>().FirstOrDefault();
        }

        public void Update(float deltaTime)
        {
            foreach (var component in _components)
            {
                component.Update(deltaTime);
            }
        }
    }
}
```

**Engine/Scene/Component.cs**
```csharp
namespace Engine.Scene
{
    public abstract class Component
    {
        private GameObject _gameObject;

        public void SetGameObject(GameObject gameObject)
        {
            _gameObject = gameObject;
        }

        public virtual void Update(float deltaTime)
        {
            // Override in derived classes
        }
    }
}
```

**Game/MainGame.cs**
```csharp
using Engine.Core;
using Engine.Scene;

namespace Game
{
    public class MainGame
    {
        private GameEngine _engine;
        private Scene _currentScene;

        public void Initialize()
        {
            _engine = new GameEngine();
            _engine.Initialize();

            // Create initial scene
            _currentScene = new Scene();
            _currentScene.Initialize();
        }

        public void Run()
        {
            _engine.Run();
        }

        public void Shutdown()
        {
            _engine.Shutdown();
        }
    }
}
```

**Program.cs**
```csharp
using System;
using Game;

namespace Engine
{
    class Program
    {
        static void Main(string[] args)
        {
            try
            {
                var game = new MainGame();
                game.Initialize();
                game.Run();
                game.Shutdown();
            }
            catch (Exception ex)
            {
                Console.WriteLine($"Error: {ex.Message}");
                Console.ReadKey();
            }
        }
    }
}
```

### Key Features Implemented:

1. **Vulkan Integration**:
   - AMD ROCm support through Vulkan
   - Device selection for AMD GPUs
   - Graphics and presentation queues

2. **Core Engine Components**:
   - Game loop with update/render cycle
   - Window management using Silk.NET
   - Resource management (textures, meshes)

3. **Scene System**:
   - GameObject hierarchy
   - Component-based architecture
   - Transform system (position, rotation, scale)

4. **AMD Optimizations**:
   - GPU vendor detection (AMD)
   - Shader extensions for AMD GPUs

### Build Requirements:

1. Install Silk.NET Vulkan bindings
2. Install AMD ROCm SDK
3. Ensure Vulkan drivers are installed
4. Target .NET 6 or later

This engine provides a foundation that can be extended with additional features like lighting, physics, audio, and advanced rendering techniques while maintaining compatibility with AMD's ROCm ecosystem.

   
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