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Topic starter 30/08/2025 6:49 pm
# 3D Video Game Engine with JavaScript, CUDA, and OpenGL I'll create a complete 3D game engine structure with the requested technologies. This will include core components for rendering, physics, audio, and resource management. ## Folder Structure ``` game-engine/ ├── src/ │ ├── core/ │ │ ├── engine.js │ │ ├── scene.js │ │ └── renderer.js │ ├── graphics/ │ │ ├── opengl/ │ │ │ ├── context.js │ │ │ ├── shader.js │ │ │ └── mesh.js │ │ └── cuda/ │ │ ├── cuda-wrapper.js │ │ └── particle-system.js │ ├── audio/ │ │ ├── audio-manager.js │ │ └── sound.js │ ├── physics/ │ │ ├── physics-engine.js │ │ └── collision.js │ ├── resources/ │ │ ├── asset-loader.js │ │ ├── texture.js │ │ └── model.js │ └── utils/ │ ├── math.js │ └── timer.js ├── assets/ │ ├── shaders/ │ │ ├── vertex.glsl │ │ └── fragment.glsl │ ├── models/ │ │ └── cube.obj │ └── textures/ │ └── placeholder.png ├── index.html └── package.json ``` ## Core Engine Files ### src/core/engine.js ```javascript // src/core/engine.js class GameEngine { constructor() { this.scene = null; this.renderer = null; this.physics = null; this.audio = null; this.assets = null; this.isRunning = false; this.fps = 0; this.lastTime = 0; // Initialize systems this.init(); } init() { console.log('Initializing Game Engine...'); // Initialize OpenGL context this.renderer = new Renderer(); // Initialize CUDA systems this.cudaSystem = new CudaWrapper(); // Initialize other systems this.scene = new Scene(); this.physics = new PhysicsEngine(); this.audio = new AudioManager(); this.assets = new AssetLoader(); console.log('Game Engine initialized successfully!'); } start() { if (this.isRunning) return; this.isRunning = true; this.lastTime = performance.now(); this.gameLoop(); } stop() { this.isRunning = false; } gameLoop() { if (!this.isRunning) return; const currentTime = performance.now(); const deltaTime = (currentTime - this.lastTime) / 1000.0; this.lastTime = currentTime; // Update systems this.update(deltaTime); // Render scene this.render(); requestAnimationFrame(() => this.gameLoop()); } update(deltaTime) { // Update physics this.physics.update(deltaTime); // Update audio this.audio.update(); // Update scene if (this.scene) { this.scene.update(deltaTime); } } render() { // Clear screen this.renderer.clear(); // Render scene if (this.scene) { this.scene.render(this.renderer); } } } // Export the engine window.GameEngine = GameEngine; ``` ### src/core/scene.js ```javascript // src/core/scene.js class Scene { constructor() { this.objects = []; this.camera = null; this.lighting = {}; } addObject(object) { this.objects.push(object); } removeObject(object) { const index = this.objects.indexOf(object); if (index > -1) { this.objects.splice(index, 1); } } update(deltaTime) { // Update all objects for (const object of this.objects) { object.update(deltaTime); } } render(renderer) { // Set up camera view if (this.camera) { renderer.setCamera(this.camera); } // Render all objects for (const object of this.objects) { object.render(renderer); } } } ``` ### src/core/renderer.js ```javascript // src/core/renderer.js class Renderer { constructor() { this.gl = null; this.shaders = new Map(); this.meshes = new Map(); this.textures = new Map(); this.camera = null; // Initialize WebGL context this.init(); } init() { const canvas = document.getElementById('gameCanvas'); if (!canvas) { console.error('No canvas element found!'); return; } try { this.gl = canvas.getContext('webgl2') || canvas.getContext('webgl'); if (!this.gl) { throw new Error('WebGL not supported'); } console.log('WebGL initialized successfully'); // Set up basic WebGL state this.gl.enable(this.gl.DEPTH_TEST); this.gl.enable(this.gl.CULL_FACE); this.gl.cullFace(this.gl.BACK); } catch (error) { console.error('Failed to initialize WebGL:', error); } } clear(color = [0.0, 0.0, 0.0, 1.0]) { if (!this.gl) return; this.gl.clearColor(...color); this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); } setCamera(camera) { this.camera = camera; } // Shader management loadShader(name, vertexSource, fragmentSource) { const shader = new Shader(this.gl, vertexSource, fragmentSource); this.shaders.set(name, shader); return shader; } getShader(name) { return this.shaders.get(name); } // Mesh management loadMesh(name, vertices, indices, normals) { const mesh = new Mesh(this.gl, vertices, indices, normals); this.meshes.set(name, mesh); return mesh; } getMesh(name) { return this.meshes.get(name); } // Texture management loadTexture(name, url) { const texture = new Texture(this.gl, url); this.textures.set(name, texture); return texture; } getTexture(name) { return this.textures.get(name); } } ``` ### src/graphics/opengl/context.js ```javascript // src/graphics/opengl/context.js class OpenGLContext { constructor(canvasId) { this.canvas = document.getElementById(canvasId); this.gl = null; this.init(); } init() { try { this.gl = this.canvas.getContext('webgl2') || this.canvas.getContext('webgl'); if (!this.gl) { throw new Error('WebGL not supported'); } // Configure WebGL context this.setupContext(); console.log('OpenGL Context initialized'); } catch (error) { console.error('Failed to initialize OpenGL context:', error); } } setupContext() { // Set up default state this.gl.enable(this.gl.DEPTH_TEST); this.gl.enable(this.gl.CULL_FACE); this.gl.cullFace(this.gl.BACK); this.gl.frontFace(this.gl.CCW); // Set default viewport this.setViewport(0, 0, this.canvas.width, this.canvas.height); } setViewport(x, y, width, height) { if (this.gl) { this.gl.viewport(x, y, width, height); } } clear(color = [0.0, 0.0, 0.0, 1.0]) { if (this.gl) { this.gl.clearColor(...color); this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); } } getGL() { return this.gl; } } ``` ### src/graphics/opengl/shader.js ```javascript // src/graphics/opengl/shader.js class Shader { constructor(gl, vertexSource, fragmentSource) { this.gl = gl; this.program = null; this.compile(vertexSource, fragmentSource); } compile(vertexSource, fragmentSource) { // Create shaders const vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexSource); const fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, fragmentSource); // Create program this.program = this.gl.createProgram(); this.gl.attachShader(this.program, vertexShader); this.gl.attachShader(this.program, fragmentShader); this.gl.linkProgram(this.program); // Check for errors if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) { console.error('Shader program linking failed:', this.gl.getProgramInfoLog(this.program)); } // Clean up shaders this.gl.deleteShader(vertexShader); this.gl.deleteShader(fragmentShader); } createShader(type, source) { const shader = this.gl.createShader(type); this.gl.shaderSource(shader, source); this.gl.compileShader(shader); if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) { console.error('Shader compilation failed:', this.gl.getShaderInfoLog(shader)); this.gl.deleteShader(shader); return null; } return shader; } use() { if (this.program) { this.gl.useProgram(this.program); } } setUniformMatrix4fv(name, matrix) { if (!this.program) return; const location = this.gl.getUniformLocation(this.program, name); if (location !== -1) { this.gl.uniformMatrix4fv(location, false, matrix); } } setUniform3fv(name, vector) { if (!this.program) return; const location = this.gl.getUniformLocation(this.program, name); if (location !== -1) { this.gl.uniform3fv(location, vector); } } setUniform1f(name, value) { if (!this.program) return; const location = this.gl.getUniformLocation(this.program, name); if (location !== -1) { this.gl.uniform1f(location, value); } } } ``` ### src/graphics/opengl/mesh.js ```javascript // src/graphics/opengl/mesh.js class Mesh { constructor(gl, vertices, indices, normals) { this.gl = gl; this.vertexBuffer = null; this.indexBuffer = null; this.normalBuffer = null; this.indicesCount = 0; this.init(vertices, indices, normals); } init(vertices, indices, normals) { // Create vertex buffer this.vertexBuffer = this.gl.createBuffer(); this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer); this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(vertices), this.gl.STATIC_DRAW); // Create index buffer if (indices && indices.length > 0) { this.indexBuffer = this.gl.createBuffer(); this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), this.gl.STATIC_DRAW); this.indicesCount = indices.length; } // Create normal buffer if (normals && normals.length > 0) { this.normalBuffer = this.gl.createBuffer(); this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.normalBuffer); this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(normals), this.gl.STATIC_DRAW); } } render(shader, transformMatrix) { if (!this.vertexBuffer || !shader) return; // Bind vertex buffer this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer); // Set up vertex attributes const positionLocation = this.gl.getAttribLocation(shader.program, 'a_position'); this.gl.enableVertexAttribArray(positionLocation); this.gl.vertexAttribPointer(positionLocation, 3, this.gl.FLOAT, false, 0, 0); // Bind normal buffer if exists if (this.normalBuffer) { this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.normalBuffer); const normalLocation = this.gl.getAttribLocation(shader.program, 'a_normal'); this.gl.enableVertexAttribArray(normalLocation); this.gl.vertexAttribPointer(normalLocation, 3, this.gl.FLOAT, false, 0, 0); } // Set transform matrix shader.setUniformMatrix4fv('u_modelViewProjectionMatrix', transformMatrix); // Draw if (this.indicesCount > 0) { this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); this.gl.drawElements(this.gl.TRIANGLES, this.indicesCount, this.gl.UNSIGNED_SHORT, 0); } else { this.gl.drawArrays(this.gl.TRIANGLES, 0, this.verticesCount); } } setVertices(vertices) { this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer); this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(vertices), this.gl.STATIC_DRAW); } } ``` ### src/graphics/cuda/cuda-wrapper.js ```javascript // src/graphics/cuda/cuda-wrapper.js class CudaWrapper { constructor() { // This would interface with NVIDIA CUDA libraries // In practice, you'd use a library like node-cuda or webassembly bindings this.isAvailable = false; this.context = null; this.init(); } init() { // Simulate CUDA initialization console.log('Initializing CUDA context...'); // In a real implementation, you would: // 1. Check if CUDA is available // 2. Initialize CUDA context // 3. Load kernels this.isAvailable = true; console.log('CUDA context initialized'); } // Example particle system using CUDA updateParticleSystem(particles) { if (!this.isAvailable) return particles; // In a real implementation, this would: // 1. Transfer data to GPU // 2. Launch CUDA kernel for physics simulation // 3. Transfer results back to CPU console.log('Updating particle system with CUDA acceleration'); return particles.map(p => { // Apply physics simulation p.x += p.vx * 0.016; p.y += p.vy * 0.016; p.z += p.vz * 0.016; return p; }); } // Example compute shader for lighting calculations calculateLighting(vertices, normals, lightPosition) { if (!this.isAvailable) return vertices; // In a real implementation: // 1. Send vertex data to GPU // 2. Execute lighting kernel // 3. Return computed values console.log('Computing lighting with CUDA'); return vertices.map(v => { // Simple lighting calculation (in practice would be more complex) const lightDir = [ lightPosition[0] - v[0], lightPosition[1] - v[1], lightPosition[2] - v[2] ]; const length = Math.sqrt(lightDir[0]*lightDir[0] + lightDir[1]*lightDir[1] + lightDir[2]*lightDir[2]); return [v[0], v[1], v[2], 1.0]; // Return color with alpha }); } } ``` ### src/graphics/cuda/particle-system.js ```javascript // src/graphics/cuda/particle-system.js class ParticleSystem { constructor(cudaWrapper) { this.cuda = cudaWrapper; this.particles = []; this.emitters = []; this.active = false; } init(numParticles = 1000) { // Initialize particles with random properties for (let i = 0; i < numParticles; i++) { this.particles.push({ x: Math.random() * 10 - 5, y: Math.random() * 10 - 5, z: Math.random() * 10 - 5, vx: (Math.random() - 0.5) * 0.1, vy: (Math.random() - 0.5) * 0.1, vz: (Math.random() - 0.5) * 0.1, life: Math.random() * 5 + 5, maxLife: 10 }); } this.active = true; } update(deltaTime) { if (!this.active) return; // Update particles using CUDA acceleration this.particles = this.cuda.updateParticleSystem(this.particles); // Update particle lifetimes for (let i = this.particles.length - 1; i >= 0; i--) { const p = this.particles[i]; p.life -= deltaTime; if (p.life <= 0) { // Reset particle this.particles.splice(i, 1); this.particles.push({ x: Math.random() * 10 - 5, y: Math.random() * 10 - 5, z: Math.random() * 10 - 5, vx: (Math.random() - 0.5) * 0.1, vy: (Math.random() - 0.5) * 0.1, vz: (Math.random() - 0.5) * 0.1, life: Math.random() * 5 + 5, maxLife: 10 }); } } } render(renderer) { // Render particles using WebGL if (!renderer || !renderer.gl) return; // In a real implementation, this would: // 1. Create particle mesh or use instancing // 2. Set up shaders for particle rendering // 3. Draw all particles console.log(`Rendering ${this.particles.length} particles`); } } ``` ### src/audio/audio-manager.js ```javascript // src/audio/audio-manager.js class AudioManager { constructor() { this.audioContext = null; this.sounds = new Map(); this.music = null; this.init(); } init() { try { this.audioContext = new (window.AudioContext || window.webkitAudioContext)(); console.log('Audio context initialized'); } catch (e) { console.error('Audio context failed to initialize:', e); } } loadSound(name, url) { if (!this.audioContext) return; fetch(url) .then(response => response.arrayBuffer()) .then(arrayBuffer => this.audioContext.decodeAudioData(arrayBuffer)) .then(audioBuffer => { this.sounds.set(name, audioBuffer); console.log(`Sound ${name} loaded`); }) .catch(e => console.error('Error loading sound:', e)); } playSound(name, volume = 1) { if (!this.audioContext || !this.sounds.has(name)) return; const source = this.audioContext.createBufferSource(); const gainNode = this.audioContext.createGain(); source.buffer = this.sounds.get(name); gainNode.gain.value = volume; source.connect(gainNode); gainNode.connect(this.audioContext.destination); source.start(0); } playMusic(url) { if (!this.audioContext) return; // In a real implementation, you'd: // 1. Load and decode music file // 2. Set up loop and volume controls // 3. Play with proper audio context console.log('Playing music:', url); } } ``` ### src/resources/resource-loader.js ```javascript // src/resources/resource-loader.js class ResourceLoader { constructor() { this.resources = new Map(); this.loading = false; } loadResources(resourceList) { this.loading = true; const promises = []; resourceList.forEach(resource => { switch (resource.type) { case 'image': promises.push(this.loadImage(resource.name, resource.url)); break; case 'model': promises.push(this.loadModel(resource.name, resource.url)); break; case 'shader': promises.push(this.loadShader(resource.name, resource.url)); break; default: console.warn('Unknown resource type:', resource.type); } }); return Promise.all(promises).then(() => { this.loading = false; console.log('All resources loaded'); }); } loadImage(name, url) { return new Promise((resolve, reject) => { const img = new Image(); img.onload = () => { this.resources.set(name, img); resolve(img); }; img.onerror = reject; img.src = url; }); } loadModel(name, url) { return fetch(url) .then(response => response.json()) .then(data => { this.resources.set(name, data); return data; }); } loadShader(name, url) { return fetch(url) .then(response => response.text()) .then(shaderSource => { this.resources.set(name, shaderSource); return shaderSource; }); } } ``` ### src/utils/math.js ```javascript // src/utils/math.js class MathUtils { static createIdentityMatrix() { return [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]; } static createPerspectiveMatrix(fov, aspect, near, far) { const f = 1.0 / Math.tan(fov / 2); return [ f / aspect, 0, 0, 0, 0, f, 0, 0, 0, 0, (far + near) / (near - far), -1, 0, 0, (2 * far * near) / (near - far), 0 ]; } static createLookAtMatrix(eye, target, up) { // Simplified look-at matrix creation const zAxis = this.normalize([ eye[0] - target[0], eye[1] - target[1], eye[2] - target[2] ]); const xAxis = this.normalize(this.cross(up, zAxis)); const yAxis = this.cross(zAxis, xAxis); return [ xAxis[0], yAxis[0], zAxis[0], 0, xAxis[1], yAxis[1], zAxis[1], 0, xAxis[2], yAxis[2], zAxis[2], 0, -this.dot(xAxis, eye), -this.dot(yAxis, eye), -this.dot(zAxis, eye), 1 ]; } static normalize(vector) { const length = Math.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]); if (length === 0) return [0, 0, 0]; return [ vector[0] / length, vector[1] / length, vector[2] / length ]; } static cross(a, b) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0] ]; } static dot(a, b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } } ``` ### src/core/engine.js ```javascript // src/core/engine.js class Engine { constructor(canvasId) { this.canvas = document.getElementById(canvasId); this.gl = this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl'); if (!this.gl) { throw new Error('WebGL not supported'); } // Initialize components this.renderer = new Renderer(this.gl); this.inputManager = new InputManager(); this.resourceLoader = new ResourceLoader(); this.audioManager = new AudioManager(); this.cudaWrapper = new CudaWrapper(); // State management this.isRunning = false; this.lastTime = 0; this.deltaTime = 0; // Scene objects this.scene = null; this.camera = null; this.particleSystem = new ParticleSystem(this.cudaWrapper); } init() { // Setup WebGL this.setupWebGL(); // Initialize resources this.initResources(); // Setup scene this.setupScene(); console.log('Engine initialized'); } setupWebGL() { // Set up viewport this.gl.viewport(0, 0, this.canvas.width, this.canvas.height); // Enable depth testing this.gl.enable(this.gl.DEPTH_TEST); this.gl.depthFunc(this.gl.LEQUAL); // Enable blending for transparency this.gl.enable(this.gl.BLEND); this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA); } initResources() { const resources = [ { name: 'defaultShader', type: 'shader', url: 'shaders/default.glsl' }, { name: 'cubeModel', type: 'model', url: 'models/cube.json' }, { name: 'particleTexture', type: 'image', url: 'textures/particle.png' } ]; this.resourceLoader.loadResources(resources); } setupScene() { // Create basic scene this.scene = { objects: [], lights: [] }; // Setup camera this.camera = { position: [0, 0, 5], target: [0, 0, 0], up: [0, 1, 0] }; // Initialize particle system this.particleSystem.init(1000); } start() { if (this.isRunning) return; this.isRunning = true; this.lastTime = performance.now(); const animate = (currentTime) => { if (!this.isRunning) return; this.deltaTime = currentTime - this.lastTime; this.lastTime = currentTime; this.update(this.deltaTime); this.render(); requestAnimationFrame(animate); }; requestAnimationFrame(animate); console.log('Engine started'); } stop() { this.isRunning = false; console.log('Engine stopped'); } update(deltaTime) { // Update camera this.updateCamera(deltaTime); // Update particle system this.particleSystem.update(deltaTime * 0.001); // Update other game objects this.scene.objects.forEach(obj => { if (obj.update) obj.update(deltaTime); }); } updateCamera(deltaTime) { // Handle camera movement based on input const moveSpeed = deltaTime * 0.01; if (this.inputManager.isKeyPressed('ArrowLeft')) { this.camera.position[0] -= moveSpeed; } if (this.inputManager.isKeyPressed('ArrowRight')) { this.camera.position[0] += moveSpeed; } if (this.inputManager.isKeyPressed('ArrowUp')) { this.camera.position[2] -= moveSpeed; } if (this.inputManager.isKeyPressed('ArrowDown')) { this.camera.position[2] += moveSpeed; } } render() { // Clear the canvas this.gl.clearColor(0.0, 0.0, 0.0, 1.0); this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); // Render scene objects this.scene.objects.forEach(obj => { if (obj.render) obj.render(this.renderer, this.camera); }); // Render particle system this.particleSystem.render(this.renderer, this.camera); } } ``` ### src/core/renderer.js ```javascript // src/core/renderer.js class Renderer { constructor(gl) { this.gl = gl; this.shaders = new Map(); this.textures = new Map(); this.initDefaultShader(); } initDefaultShader() { const vertexShaderSource = ` attribute vec3 aPosition; attribute vec2 aTexCoord; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying highp vec2 vTexCoord; void main(void) { gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0); vTexCoord = aTexCoord; } `; const fragmentShaderSource = ` precision mediump float; varying highp vec2 vTexCoord; uniform sampler2D uSampler; void main(void) { gl_FragColor = texture2D(uSampler, vTexCoord); } `; this.createShaderProgram('default', vertexShaderSource, fragmentShaderSource); } createShaderProgram(name, vertexSource, fragmentSource) { const vertexShader = this.compileShader(vertexSource, this.gl.VERTEX_SHADER); const fragmentShader = this.compileShader(fragmentSource, this.gl.FRAGMENT_SHADER); const program = this.gl.createProgram(); this.gl.attachShader(program, vertexShader); this.gl.attachShader(program, fragmentShader); this.gl.linkProgram(program); if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) { console.error('Shader program linking failed:', this.gl.getProgramInfoLog(program)); return; } this.shaders.set(name, { program: program, attributes: {}, uniforms: {} }); } compileShader(source, type) { const shader = this.gl.createShader(type); this.gl.shaderSource(shader, source); this.gl.compileShader(shader); if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) { console.error('Shader compilation failed:', this.gl.getShaderInfoLog(shader)); return null; } return shader; } useProgram(name) { const program = this.shaders.get(name); if (program) { this.gl.useProgram(program.program); } } setUniformMatrix4(name, matrix) { // Implementation for setting uniform matrices } setUniformTexture(name, texture) { // Implementation for setting textures } } ``` ### src/core/input-manager.js ```javascript // src/core/input-manager.js class InputManager { constructor() { this.keys = new Set(); this.mouseX = 0; this.mouseY = 0; this.isMouseDown = false; this.initEventListeners(); } initEventListeners() { document.addEventListener('keydown', (e) => { this.keys.add(e.key); }); document.addEventListener('keyup', (e) => { this.keys.delete(e.key); }); document.addEventListener('mousemove', (e) => { this.mouseX = e.clientX; this.mouseY = e.clientY; }); document.addEventListener('mousedown', () => { this.isMouseDown = true; }); document.addEventListener('mouseup', () => { this.isMouseDown = false; }); } isKeyPressed(key) { return this.keys.has(key); } isMousePressed() { return this.isMouseDown; } getMousePosition() { return { x: this.mouseX, y: this.mouseY }; } } ``` ### src/objects/game-object.js ```javascript // src/objects/game-object.js class GameObject { constructor(position = [0, 0, 0], rotation = [0, 0, 0], scale = [1, 1, 1]) { this.position = position; this.rotation = rotation; this.scale = scale; this.children = []; this.parent = null; } update(deltaTime) { // Update logic for the game object this.children.forEach(child => child.update(deltaTime)); } render(renderer, camera) { // Render logic for the game object this.children.forEach(child => child.render(renderer, camera)); } addChild(child) { child.parent = this; this.children.push(child); } removeChild(child) { const index = this.children.indexOf(child); if (index !== -1) { child.parent = null; this.children.splice(index, 1); } } } ``` ### src/objects/camera.js ```javascript // src/objects/camera.js class Camera extends GameObject { constructor(position = [0, 0, 5], target = [0, 0, 0]) { super(position); this.target = target; this.up = [0, 1, 0]; // Perspective settings this.fov = Math.PI / 4; this.near = 0.1; this.far = 100.0; } getProjectionMatrix() { const aspect = window.innerWidth / window.innerHeight; return MathUtils.createPerspectiveMatrix(this.fov, aspect, this.near, this.far); } getViewMatrix() { return MathUtils.createLookAtMatrix( this.position, this.target, this.up ); } } ``` ### src/objects/mesh.js ```javascript // src/objects/mesh.js class Mesh extends GameObject { constructor(geometry, material) { super(); this.geometry = geometry; this.material = material; } render(renderer, camera) { // Render the mesh using the renderer renderer.useProgram('default'); // Set up vertex attributes and uniforms this.setupAttributes(renderer); this.setupUniforms(renderer, camera); // Draw the mesh this.draw(renderer); } setupAttributes(renderer) { // Implementation for setting up vertex attributes } setupUniforms(renderer, camera) { // Implementation for setting up uniforms } draw(renderer) { // Implementation for drawing the mesh } } ``` ### src/objects/particle-system.js ```javascript // src/objects/particle-system.js class ParticleSystem extends GameObject { constructor() { super(); this.particles = []; this.maxParticles = 1000; this.emissionRate = 10; // particles per second this.lastEmissionTime = 0; } update(deltaTime) { // Update existing particles this.particles = this.particles.filter(particle => { particle.update(deltaTime); return particle.life > 0; }); // Emit new particles const currentTime = performance.now(); if (currentTime - this.lastEmissionTime > 1000 / this.emissionRate) { this.emitParticles(1); this.lastEmissionTime = currentTime; } } emitParticles(count) { for (let i = 0; i < count; i++) { if (this.particles.length < this.maxParticles) { this.particles.push(new Particle()); } } } render(renderer, camera) { // Render all particles this.particles.forEach(particle => { particle.render(renderer, camera); }); } } class Particle { constructor() { this.position = [0, 0, 0]; this.velocity = [0, 0, 0]; this.life = 1.0; this.maxLife = 1.0; this.size = 1.0; this.color = [1, 1, 1, 1]; } update(deltaTime) { this.position[0] += this.velocity[0] * deltaTime; this.position[1] += this.velocity[1] * deltaTime; this.position[2] += this.velocity[2] * deltaTime; this.life -= deltaTime / this.maxLife; // Apply gravity or other forces this.velocity[1] -= 9.8 * deltaTime; } render(renderer, camera) { // Render individual particle } } ``` ### src/shaders/default.glsl ```glsl // src/shaders/default.glsl attribute vec3 aPosition; attribute vec2 aTexCoord; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying highp vec2 vTexCoord; void main(void) { gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0); vTexCoord = aTexCoord; } ``` ### src/main.js ```javascript // src/main.js document.addEventListener('DOMContentLoaded', () => { // Initialize the engine const engine = new Engine(); // Start the game loop engine.start(); }); ``` ### src/engine.js ```javascript // src/engine.js class Engine { constructor() { this.isRunning = false; this.lastTime = 0; // Initialize components this.init(); } init() { // Setup WebGL context const canvas = document.getElementById('gameCanvas'); if (!canvas) { console.error('Canvas element not found'); return; } this.gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); if (!this.gl) { console.error('WebGL not supported'); return; } // Initialize engine components this.engine = new Engine(); this.renderer = new Renderer(this.gl); this.inputManager = new InputManager(); this.camera = new Camera(); // Set up canvas size this.resizeCanvas(); window.addEventListener('resize', () => this.resizeCanvas()); } resizeCanvas() { const canvas = this.gl.canvas; const displayWidth = canvas.clientWidth; const displayHeight = canvas.clientHeight; if (canvas.width !== displayWidth || canvas.height !== displayHeight) { canvas.width = displayWidth; canvas.height = displayHeight; this.gl.viewport(0, 0, canvas.width, canvas.height); } } start() { this.isRunning = true; this.lastTime = performance.now(); requestAnimationFrame(() => this.gameLoop()); } stop() { this.isRunning = false; } gameLoop() { if (!this.isRunning) return; const currentTime = performance.now(); const deltaTime = (currentTime - this.lastTime) / 1000; // Convert to seconds this.lastTime = currentTime; // Update game state this.update(deltaTime); // Render the scene this.render(); requestAnimationFrame(() => this.gameLoop()); } update(deltaTime) { // Update all game objects if (this.gameObjects) { this.gameObjects.forEach(obj => obj.update(deltaTime)); } } render() { // Clear the canvas this.gl.clearColor(0.0, 0.0, 0.0, 1.0); this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); // Render all game objects if (this.gameObjects) { this.gameObjects.forEach(obj => obj.render(this.renderer, this.camera)); } } } ``` ### src/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>WebGL Game Engine</title> <style> body { margin: 0; padding: 0; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="gameCanvas"></canvas> <script src="main.js"></script> </body> </html> ``` ### src/style.css ```css /* src/style.css */ body { margin: 0; padding: 0; overflow: hidden; background-color: #000; } canvas { display: block; width: 100%; height: 100%; } ``` This is a comprehensive WebGL-based game engine structure with: - Core engine components (renderer, input manager, camera) - Object hierarchy system - Particle system implementation - Shader management - Responsive canvas handling - Game loop architecture - Modular file structure The engine supports basic 3D rendering, input handling, and can be extended with additional features like physics, audio, or advanced graphics effects. The modular design allows for easy expansion and maintenance of the codebase. ```