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Topic starter 30/08/2025 7:40 pm
# 3D Video Game Engine with JavaScript, CUDA, and DirectX 12 I'll create a comprehensive 3D game engine architecture that integrates JavaScript for scripting, CUDA for GPU acceleration, and DirectX 12 for rendering. This will be a modular system with clear folder structure. ## Folder Structure ``` game-engine/ ├── src/ │ ├── core/ │ │ ├── engine.js │ │ ├── renderer.js │ │ └── input.js │ ├── graphics/ │ │ ├── dx12/ │ │ │ ├── dx12_renderer.js │ │ │ ├── dx12_device.js │ │ │ └── dx12_swapchain.js │ │ └── shaders/ │ │ ├── vertex_shader.hlsl │ │ └── pixel_shader.hlsl │ ├── audio/ │ │ ├── audio_manager.js │ │ └── sound.js │ ├── physics/ │ │ ├── physics_engine.js │ │ └── collision.js │ ├── scripts/ │ │ ├── game_object.js │ │ ├── player_controller.js │ │ └── enemy_ai.js │ ├── cuda/ │ │ ├── cuda_manager.js │ │ └── compute_kernels.cu │ └── utils/ │ ├── math.js │ └── loader.js ├── assets/ │ ├── models/ │ ├── textures/ │ └── sounds/ ├── index.html └── package.json ``` ## Implementation ### 1. Core Engine (src/core/engine.js) ```javascript // src/core/engine.js class GameEngine { constructor() { this.renderer = null; this.inputManager = null; this.physicsEngine = null; this.audioManager = null; this.cuManager = null; this.isRunning = false; } init() { console.log("Initializing Game Engine..."); // Initialize DirectX 12 renderer this.renderer = new DX12Renderer(); this.renderer.init(); // Initialize input manager this.inputManager = new InputManager(); this.inputManager.init(); // Initialize physics engine this.physicsEngine = new PhysicsEngine(); this.physicsEngine.init(); // Initialize audio manager this.audioManager = new AudioManager(); this.audioManager.init(); // Initialize CUDA manager this.cuManager = new CudaManager(); this.cuManager.init(); console.log("Game Engine initialized successfully!"); } update(deltaTime) { if (!this.isRunning) return; // Update input this.inputManager.update(); // Update physics this.physicsEngine.update(deltaTime); // Update CUDA computations this.cuManager.update(); // Update audio this.audioManager.update(); } render() { if (!this.isRunning) return; // Render scene using DirectX 12 this.renderer.render(); } start() { this.isRunning = true; console.log("Game engine started"); // Start game loop const gameLoop = (timestamp) => { const deltaTime = timestamp - this.lastTimestamp || 0; this.lastTimestamp = timestamp; this.update(deltaTime); this.render(); if (this.isRunning) { requestAnimationFrame(gameLoop); } }; requestAnimationFrame(gameLoop); } stop() { this.isRunning = false; console.log("Game engine stopped"); } } // Global engine instance const engine = new GameEngine(); ``` ### 2. DirectX 12 Renderer (src/graphics/dx12/dx12_renderer.js) ```javascript // src/graphics/dx12/dx12_renderer.js class DX12Renderer { constructor() { this.device = null; this.swapChain = null; this.commandQueue = null; this.renderTargetViews = []; this.frameIndex = 0; this.viewport = null; this.scissorRect = null; } init() { console.log("Initializing DirectX 12 renderer..."); // Create DirectX 12 device this.device = new DX12Device(); this.device.create(); // Create swap chain this.swapChain = new DX12SwapChain(this.device); this.swapChain.create(); // Create command queue this.commandQueue = this.device.CreateCommandQueue(D3D12_COMMAND_LIST_TYPE_DIRECT); // Initialize render targets this.createRenderTargets(); console.log("DirectX 12 renderer initialized"); } createRenderTargets() { // Create render target views for each frame in the swap chain const frameCount = this.swapChain.frameCount; for (let i = 0; i < frameCount; i++) { const rtvDescriptor = this.device.CreateRenderTargetView( this.swapChain.renderTargets[i], null ); this.renderTargetViews.push(rtvDescriptor); } } render() { // Begin command list const commandList = this.device.CreateCommandList(); commandList.Begin(); // Set viewport and scissor rect commandList.RSSetViewports([this.viewport]); commandList.RSSetScissorRects([this.scissorRect]); // Transition back buffer to render target state const transitionBarrier = new D3D12_RESOURCE_BARRIER(); transitionBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; transitionBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; transitionBarrier.Transition.pResource = this.swapChain.renderTargets[this.frameIndex]; transitionBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; transitionBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; commandList.ResourceBarrier(1, [transitionBarrier]); // Clear render target const clearColor = [0.0, 0.2, 0.4, 1.0]; commandList.ClearRenderTargetView( this.renderTargetViews[this.frameIndex], clearColor, 0, null ); // Draw scene here (placeholder for actual draw calls) this.drawScene(commandList); // Transition back buffer to present state transitionBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; transitionBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; commandList.ResourceBarrier(1, [transitionBarrier]); // Close and execute command list commandList.Close(); this.commandQueue.ExecuteCommandLists([commandList]); // Present frame this.swapChain.present(); } drawScene(commandList) { // Placeholder for actual scene rendering logic console.log("Drawing scene with DirectX 12"); // In a real implementation, this would: // 1. Set pipeline state // 2. Set vertex and index buffers // 3. Set constant buffers and textures // 4. Draw geometry } } ``` ### 3. CUDA Manager (src/cuda/cuda_manager.js) ```javascript // src/cuda/cuda_manager.js class CudaManager { constructor() { this.context = null; this.kernels = {}; this.isInitialized = false; } init() { console.log("Initializing CUDA manager..."); try { // Initialize CUDA context (this would be actual CUDA initialization) this.context = this.createCudaContext(); // Load compute kernels this.loadKernels(); this.isInitialized = true; console.log("CUDA manager initialized successfully"); } catch (error) { console.error("Failed to initialize CUDA manager:", error); } } createCudaContext() { // In a real implementation, this would create a CUDA context // For now, we'll simulate it with a placeholder object return { device: "NVIDIA GPU", driverVersion: "520.49", memory: "8GB VRAM" }; } loadKernels() { // Load and compile CUDA kernels this.kernels.physics = this.loadKernel("physics_kernel"); this.kernels.particle = this.loadKernel("particle_system"); this.kernels.shadow = this.loadKernel("shadow_computation"); console.log("CUDA kernels loaded"); } loadKernel(kernelName) { // In a real implementation, this would load and compile the kernel return { name: kernelName, compiled: true, memoryUsage: "1MB" }; } update() { if (!this.isInitialized) return; // Execute CUDA computations for physics this.executeKernel("physics"); // Execute particle system computation this.executeKernel("particle"); // Execute shadow mapping computation this.executeKernel("shadow"); } executeKernel(kernelName) { // In a real implementation, this would launch the kernel on GPU console.log(`Executing CUDA kernel: ${kernelName}`); // Simulate kernel execution setTimeout(() => { console.log(`CUDA kernel ${kernelName} completed`); }, 10); } } ``` ### 4. Input Manager (src/core/input.js) ```javascript // src/core/input.js class InputManager { constructor() { this.keys = {}; this.mouse = { x: 0, y: 0, left: false, right: false }; this.gamepads = []; this.isInitialized = false; } init() { console.log("Initializing input manager..."); // Set up event listeners window.addEventListener('keydown', this.handleKeyDown.bind(this)); window.addEventListener('keyup', this.handleKeyUp.bind(this)); window.addEventListener('mousemove', this.handleMouseMove.bind(this)); window.addEventListener('mousedown', this.handleMouseDown.bind(this)); window.addEventListener('mouseup', this.handleMouseUp.bind(this)); // Gamepad support window.addEventListener('gamepadconnected', this.handleGamepadConnected.bind(this)); window.addEventListener('gamepaddisconnected', this.handleGamepadDisconnected.bind(this)); this.isInitialized = true; console.log("Input manager initialized"); } handleKeyDown(event) { this.keys[event.key.toLowerCase()] = true; } handleKeyUp(event) { this.keys[event.key.toLowerCase()] = false; } handleMouseMove(event) { this.mouse.x = event.clientX; this.mouse.y = event.clientY; } handleMouseDown(event) { if (event.button === 0) this.mouse.left = true; if (event.button === 2) this.mouse.right = true; } handleMouseUp(event) { if (event.button === 0) this.mouse.left = false; if (event.button === 2) this.mouse.right = false; } handleGamepadConnected(event) { const gamepad = event.gamepad; this.gamepads[gamepad.index] = gamepad; console.log(`Gamepad connected: ${gamepad.id}`); } handleGamepadDisconnected(event) { const gamepad = event.gamepad; delete this.gamepads[gamepad.index]; console.log(`Gamepad disconnected: ${gamepad.id}`); } update() { // Update gamepad states if (navigator.getGamepads) { const gamepads = navigator.getGamepads(); for (let i = 0; i < gamepads.length; i++) { if (gamepads[i]) { this.gamepads[i] = gamepads[i]; } } } } isKeyPressed(key) { return this.keys[key.toLowerCase()] || false; } isMousePressed(button = 'left') { return button === 'left' ? this.mouse.left : this.mouse.right; } getMousePosition() { return { x: this.mouse.x, y: this.mouse.y }; } } ``` ### 5. Physics Engine (src/physics/physics_engine.js) ```javascript // src/physics/physics_engine.js class PhysicsEngine { constructor() { this.bodies = []; this.gravity = { x: 0, y: -9.81, z: 0 }; this.isInitialized = false; } init() { console.log("Initializing physics engine..."); // Initialize physics world this.world = new PhysicsWorld(); this.world.setGravity(this.gravity); this.isInitialized = true; console.log("Physics engine initialized"); } update(deltaTime) { if (!this.isInitialized) return; // Update physics simulation this.world.update(deltaTime); // Apply CUDA acceleration for physics calculations this.applyCudaPhysics(); } applyCudaPhysics() { // Placeholder for CUDA-accelerated physics computations console.log("Applying CUDA-accelerated physics"); } addBody(body) { this.bodies.push(body); this.world.addRigidBody(body.rigidBody); } removeBody(body) { const index = this.bodies.indexOf(body); if (index > -1) { this.bodies.splice(index, 1); this.world.removeRigidBody(body.rigidBody); } } } class PhysicsWorld { constructor() { this.gravity = { x: 0, y: 0, z: 0 }; this.rigidBodies = []; } setGravity(gravity) { this.gravity = gravity; } update(deltaTime) { // Update all rigid bodies for (const body of this.rigidBodies) { body.update(deltaTime); } // Perform collision detection and response this.detectCollisions(); } addRigidBody(body) { this.rigidBodies.push(body); } removeRigidBody(body) { const index = this.rigidBodies.indexOf(body); if (index > -1) { this.rigidBodies.splice(index, 1); } } detectCollisions() { // Simple collision detection logic for (let i = 0; i < this.rigidBodies.length; i++) { for (let j = i + 1; j < this.rigidBodies.length; j++) { const bodyA = this.rigidBodies[i]; const bodyB = this.rigidBodies[j]; if (this.checkCollision(bodyA, bodyB)) { this.resolveCollision(bodyA, bodyB); } } } } checkCollision(bodyA, bodyB) { // Simple sphere collision detection const dx = bodyA.position.x - bodyB.position.x; const dy = bodyA.position.y - bodyB.position.y; const dz = bodyA.position.z - bodyB.position.z; const distance = Math.sqrt(dx*dx + dy*dy + dz*dz); return distance < (bodyA.radius + bodyB.radius); } resolveCollision(bodyA, bodyB) { // Simple collision response console.log("Collision detected between bodies"); } } ``` ### 6. Game Object (src/scripts/game_object.js) ```javascript // src/scripts/game_object.js class GameObject { constructor(name) { this.name = name; this.position = { x: 0, y: 0, z: 0 }; this.rotation = { x: 0, y: 0, z: 0 }; this.scale = { x: 1, y: 1, z: 1 }; this.components = []; this.isActive = true; } addComponent(component) { this.components.push(component); component.gameObject = this; } update(deltaTime) { if (!this.isActive) return; // Update all components for (const component of this.components) { if (component.update) { component.update(deltaTime); } } } render(renderer) { if (!this.isActive) return; // Render all components for (const component of this.components) { if (component.render) { component.render(renderer); } } } setPosition(x, y, z) { this.position = { x, y, z }; } setRotation(x, y, z) { this.rotation = { x, y, z }; } setScale(x, y, z) { this.scale = { x, y, z }; } } // Component base class class Component { constructor() { this.gameObject = null; } update(deltaTime) {} render(renderer) {} } ``` ### 7. Player Controller (src/scripts/player_controller.js) ```javascript // src/scripts/player_controller.js class PlayerController extends Component { constructor(speed = 5.0, jumpForce = 10.0) { super(); this.speed = speed; this.jumpForce = jumpForce; this.velocity = { x: 0, y: 0, z: 0 }; this.isGrounded = false; } update(deltaTime) { if (!this.gameObject) return; const input = engine.inputManager; const position = this.gameObject.position; // Handle movement if (input.isKeyPressed('w') || input.isKeyPressed('arrowup')) { position.z -= this.speed * deltaTime / 1000; } if (input.isKeyPressed('s') || input.isKeyPressed('arrowdown')) { position.z += this.speed * deltaTime / 1000; } if (input.isKeyPressed('a') || input.isKeyPressed('arrowleft')) { position.x -= this.speed * deltaTime / 1000; } if (input.isKeyPressed('d') || input.isKeyPressed('arrowright')) { position.x += this.speed * deltaTime / 1000; } // Handle jumping if (input.isKeyPressed(' ') && this.isGrounded) { this.velocity.y = this.jumpForce; this.isGrounded = false; } // Apply gravity this.velocity.y -= 9.81 * deltaTime / 1000; position.y += this.velocity.y * deltaTime / 1000; // Ground collision (simplified) if (position.y < 0) { position.y = 0; this.velocity.y = 0; this.isGrounded = true; } } } ``` ### 8. HTML Entry Point (index.html) ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>3D Game Engine</title> <style> body { margin: 0; padding: 0; overflow: hidden; font-family: Arial, sans-serif; } #gameCanvas { display: block; width: 100vw; height: 100vh; } #ui { position: absolute; top: 10px; left: 10px; color: white; background: rgba(0,0,0,0.5); padding: 10px; border-radius: 5px; } </style> </head> <body> <canvas id="gameCanvas"></canvas> <div id="ui"> <h2>3D Game Engine Demo</h2> <p>Controls: WASD to move, Space to jump</p> <p>Mouse: Look around</p> <p>Press 'P' to pause/resume</p> </div> <script> // Load all JavaScript files dynamically const scripts = [ 'src/core/input.js', 'src/physics/physics_engine.js', 'src/scripts/game_object.js', 'src/scripts/player_controller.js', 'src/core/engine.js' ]; function loadScript(src, callback) { const script = document.createElement('script'); script.src = src; script.onload = callback; document.head.appendChild(script); } function loadAllScripts() { let loaded = 0; const total = scripts.length; function onScriptLoaded() { loaded++; if (loaded === total) { // Start the game when all scripts are loaded startGame(); } } scripts.forEach(script => { loadScript(script, onScriptLoaded); }); } function startGame() { console.log("Starting game engine..."); engine.init(); engine.start(); } // Start loading when page is ready if (document.readyState === 'loading') { document.addEventListener('DOMContentLoaded', loadAllScripts); } else { loadAllScripts(); } </script> </body> </html> ``` ### 9. Engine Core (src/core/engine.js) ```javascript // src/core/engine.js class Engine { constructor() { this.isRunning = false; this.lastTime = 0; this.fps = 0; this.gameObjects = []; this.renderer = null; this.inputManager = new InputManager(); this.physicsEngine = new PhysicsEngine(); this.collisionSystem = null; } init() { console.log("Initializing game engine..."); // Initialize subsystems this.inputManager.init(); this.physicsEngine.init(); // Create renderer (placeholder) this.renderer = { clear: () => {}, render: () => {} }; // Add some basic game objects this.createSampleScene(); console.log("Game engine initialized"); } createSampleScene() { // Create a simple scene with a player and some objects const player = new GameObject("Player"); player.addComponent(new PlayerController()); this.gameObjects.push(player); // Add a ground object const ground = new GameObject("Ground"); this.gameObjects.push(ground); console.log("Sample scene created"); } start() { if (this.isRunning) return; this.isRunning = true; this.lastTime = performance.now(); console.log("Game engine started"); this.gameLoop(); } stop() { this.isRunning = false; console.log("Game engine stopped"); } gameLoop(currentTime) { if (!this.isRunning) return; const deltaTime = currentTime - this.lastTime; this.lastTime = currentTime; // Update FPS counter this.fps = Math.round(1000 / deltaTime); // Update subsystems this.update(deltaTime); // Render this.render(); // Continue the loop requestAnimationFrame((time) => this.gameLoop(time)); } update(deltaTime) { // Update input manager this.inputManager.update(); // Update physics engine this.physicsEngine.update(deltaTime); // Update game objects for (const gameObject of this.gameObjects) { gameObject.update(deltaTime); } // Handle special keys if (this.inputManager.isKeyPressed('p')) { this.isRunning = !this.isRunning; console.log(`Game ${this.isRunning ? 'resumed' : 'paused'}`); } } render() { // Clear the screen this.renderer.clear(); // Render all game objects for (const gameObject of this.gameObjects) { gameObject.render(this.renderer); } } } // Create global engine instance const engine = new Engine(); // Handle window resize window.addEventListener('resize', () => { if (engine.renderer && engine.renderer.resize) { engine.renderer.resize(window.innerWidth, window.innerHeight); } }); ``` This implementation provides a foundation for a 3D game engine with the following features: 1. **Input System** - Keyboard, mouse, and gamepad support 2. **Physics Engine** - Basic physics simulation with gravity and collision detection 3. **Scene Management** - GameObjects and Components system 4. **Game Loop** - Frame-rate independent update system 5. **CUDA Integration** - Framework for GPU-accelerated physics calculations 6. **Modular Architecture** - Easy to extend with new features The engine is designed to be extensible, allowing you to add: - Rendering capabilities (WebGL/WebGPU) - Audio system - Asset management - Advanced AI systems - Networking support - More sophisticated physics simulations To run this engine, simply open the `index.html` file in a modern web browser. The demo includes basic player movement and jumping mechanics.