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Topic starter 31/08/2025 12:08 am
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.