Forum

Notifications
Clear all

Ruby On Rails, AMD ROCm, AMD Vulkan 3D Video Game Engine

1 Posts
1 Users
0 Reactions
10 Views
 josh
(@josh)
Member Admin
Joined: 2 months ago
Posts: 510
Topic starter  
# 3D Video Game Engine with Ruby on Rails, AMD ROCm, and AMD Vulkan

I'll create a comprehensive folder structure and source code for a 3D game engine using Ruby on Rails, AMD ROCm, and AMD Vulkan.

## Folder Structure

```
game_engine/
├── app/
│   ├── controllers/
│   │   └── games_controller.rb
│   ├── models/
│   │   ├── game.rb
│   │   ├── scene.rb
│   │   ├── entity.rb
│   │   ├── shader.rb
│   │   └── texture.rb
│   ├── views/
│   │   └── games/
│   │       ├── index.html.erb
│   │       ├── show.html.erb
│   │       └── new.html.erb
│   └── assets/
│       ├── javascripts/
│       │   └── game_engine.js
│       └── stylesheets/
│           └── game_engine.css
├── config/
│   ├── routes.rb
│   ├── application.rb
│   └── database.yml
├── lib/
│   ├── vulkan_engine.rb
│   ├── rocm_manager.rb
│   └── gpu_renderer.rb
├── public/
│   ├── shaders/
│   │   ├── vertex.glsl
│   │   └── fragment.glsl
│   └── models/
│       └── sample_model.obj
├── Gemfile
└── README.md
```

## Source Code

### Gemfile
```ruby
source 'https://rubygems.org'
git_source(:github) { |repo| "https://github.com/#{repo}.git" }

ruby '3.0.0'

gem 'rails', '~> 7.0.0'
gem 'sqlite3', '~> 1.4'
gem 'puma', '~> 5.0'
gem 'sass-rails', '>= 6'
gem 'webpacker', '~> 5.0'
gem 'turbo-rails'
gem 'stimulus-rails'
gem 'jbuilder', '~> 2.7'
gem 'bootsnap', '>= 1.4.4', require: false
gem 'image_processing', '~> 1.2'

# AMD ROCm dependencies
gem 'rocm', '~> 5.0'
gem 'vulkan-ruby', '~> 0.1'

group :development, :test do
  gem 'byebug', platforms: [:mri, :mingw, :x64_mingw]
end

group :development do
  gem 'web-console', '>= 4.1.0'
  gem 'listen', '~> 3.3'
  gem 'spring'
end

group :test do
  gem 'capybara', '>= 3.26'
  gem 'selenium-webdriver'
  gem 'webdrivers'
end
```

### config/routes.rb
```ruby
Rails.application.routes.draw do
  root 'games#index'
  
  resources :games do
    member do
      get :render
    end
  end
  
  # API routes for engine communication
  namespace :api do
    namespace :v1 do
      resources :scenes, only: [:index, :show, :create, :update, :destroy]
      resources :entities, only: [:index, :show, :create, :update, :destroy]
      resources :shaders, only: [:index, :show, :create, :update, :destroy]
      resources :textures, only: [:index, :show, :create, :update, :destroy]
    end
  end
end
```

### config/application.rb
```ruby
require_relative "boot"

require "rails/all"

Bundler.require(*Rails.groups)

module GameEngine
  class Application < Rails::Application
    config.load_defaults 7.0
    
    # AMD ROCm configuration
    config.middleware.use Rack::Cors do
      allow do
        origins '*'
        resource '*', headers: :any, methods: [:get, :post, :put, :patch, :delete, :options, :head]
      end
    end
    
    # GPU acceleration settings
    config.gpu = {
      backend: 'vulkan',
      platform: 'amd',
      rocm_version: '5.0'
    }
  end
end
```

### lib/vulkan_engine.rb
```ruby
class VulkanEngine
  attr_accessor :device, :instance, :swapchain, :renderer
  
  def initialize
    @instance = create_instance
    @device = create_device
    @swapchain = create_swapchain
    @renderer = create_renderer
  end
  
  def create_instance
    # Initialize Vulkan instance with AMD ROCm support
    puts "Creating Vulkan instance with AMD ROCm support..."
    
    # This would typically use vulkan-ruby gem or native bindings
    # For demo purposes, we'll simulate the process
    
    instance_info = {
      application_name: "3D Game Engine",
      engine_name: "RubyEngine",
      application_version: 1,
      engine_version: 1,
      api_version: 0x100000,
      enabled_extensions: ["VK_KHR_surface", "VK_AMD_gpu_shader_half_float"],
      enabled_layers: []
    }
    
    puts "Vulkan instance created successfully"
    instance_info
  end
  
  def create_device
    # Create logical device with AMD GPU support
    puts "Creating logical device..."
    
    device_info = {
      physical_device: find_amd_gpu,
      queue_families: [],
      enabled_extensions: ["VK_KHR_swapchain", "VK_AMD_shader_info"],
      enabled_features: {
        shader_float64: true,
        shader_half_float: true,
        geometry_shader: true
      }
    }
    
    puts "Device created successfully"
    device_info
  end
  
  def find_amd_gpu
    # Find AMD GPU using ROCm
    puts "Searching for AMD GPU..."
    
    # In a real implementation, this would query ROCm for available GPUs
    gpu_info = {
      name: "AMD Radeon RX 7900 XTX",
      vendor_id: 0x1002,
      device_id: 0x73DF,
      driver_version: "5.0"
    }
    
    puts "AMD GPU found: #{gpu_info[:name]}"
    gpu_info
  end
  
  def create_swapchain
    # Create swapchain for rendering
    puts "Creating swapchain..."
    
    swapchain_info = {
      surface_format: {format: :b8g8r8a8_unorm, color_space: :srgb_nonlinear},
      present_mode: :fifo,
      image_count: 3
    }
    
    puts "Swapchain created successfully"
    swapchain_info
  end
  
  def create_renderer
    # Create renderer with Vulkan backend
    puts "Creating renderer..."
    
    renderer = {
      type: :vulkan,
      capabilities: {
        compute_shaders: true,
        geometry_shaders: true,
        tessellation: false,
        multi_viewport: true
      }
    }
    
    puts "Renderer created successfully"
    renderer
  end
  
  def render_frame(scene)
    # Render a frame using Vulkan
    puts "Rendering frame for scene: #{scene[:name]}"
    
    # Simulate rendering process
    sleep(0.016) # ~60 FPS
    
    {
      status: :success,
      frame_time: 16,
      rendered_objects: scene[:objects].length
    }
  end
  
  def load_shader(shader_path)
    puts "Loading shader from #{shader_path}"
    
    # In a real implementation, this would compile shaders using SPIR-V
    
    {
      vertex: "#{shader_path}_vertex.spv",
      fragment: "#{shader_path}_fragment.spv"
    }
  end
  
  def load_texture(texture_path)
    puts "Loading texture from #{texture_path}"
    
    # Load texture data
    {
      path: texture_path,
      width: 1024,
      height: 1024,
      format: :rgba8
    }
  end
end
```

### lib/rocm_manager.rb
```ruby
class RocmManager
  attr_accessor :version, :devices, :context
  
  def initialize
    @version = get_rocm_version
    @devices = detect_amd_gpus
    @context = create_context
  end
  
  def get_rocm_version
    # Get ROCm version (would typically read from system)
    puts "Getting ROCm version..."
    
    # This would query the system for ROCm installation
    "5.0"
  end
  
  def detect_amd_gpus
    # Detect AMD GPUs in system
    puts "Detecting AMD GPUs..."
    
    gpus = [
      {
        id: 0,
        name: "AMD Radeon RX 7900 XTX",
        memory: 24 * 1024 * 1024 * 1024, # 24GB
        compute_units: 6144,
        driver: "amdgpu"
      },
      {
        id: 1,
        name: "AMD Radeon RX 7800 XT",
        memory: 16 * 1024 * 1024 * 1024, # 16GB
        compute_units: 4096,
        driver: "amdgpu"
      }
    ]
    
    puts "Found #{gpus.length} AMD GPU(s)"
    gpus
  end
  
  def create_context
    # Create ROCm context for computation
    puts "Creating ROCm context..."
    
    context = {
      version: @version,
      devices: @devices,
      active_device: @devices.first
    }
    
    puts "ROCm context created successfully"
    context
  end
  
  def execute_kernel(kernel_name, params)
    # Execute a kernel on GPU
    puts "Executing kernel #{kernel_name}"
    
    # Simulate kernel execution
    sleep(0.01) # Simulate computation time
    
    {
      status: :success,
      execution_time: 10,
      result: "Kernel #{kernel_name} executed successfully"
    }
  end
  
  def get_device_info(device_id)
    @devices.find { |gpu| gpu[:id] == device_id }
  end
end
```

### lib/gpu_renderer.rb
```ruby
class GpuRenderer
  attr_accessor :vulkan_engine, :rocm_manager, :scene
  
  def initialize
    @vulkan_engine = VulkanEngine.new
    @rocm_manager = RocmManager.new
    @scene = nil
  end
  
  def load_scene(scene_data)
    # Load scene with entities and resources
    puts "Loading scene: #{scene_data[:name]}"
    
    @scene = {
      name: scene_data[:name],
      objects: [],
      cameras: [],
      lights: []
    }
    
    # Add objects to scene
    scene_data[:objects].each do |obj|
      object = {
        id: obj[:id],
        model: obj[:model],
        position: obj[:position],
        rotation: obj[:rotation],
        scale: obj[:scale],
        shader: obj[:shader]
      }
      
      @scene[:objects] << object
    end
    
    puts "Scene loaded successfully"
  end
  
  def render_scene
    # Render the current scene using Vulkan and ROCm
    puts "Rendering scene with GPU acceleration..."
    
    # Get active GPU info
    gpu = @rocm_manager.context[:active_device]
    puts "Using GPU: #{gpu[:name]}"
    
    # Render frame
    result = @vulkan_engine.render_frame(@scene)
    
    {
      status: :success,
      frame_time: result[:frame_time],
      rendered_objects: result[:rendered_objects],
      gpu_used: gpu[:name]
    }
  end
  
  def load_shader(shader_path, type)
    # Load vertex or fragment shader
    puts "Loading #{type} shader from #{shader_path}"
    
    @vulkan_engine.load_shader(shader_path)
  end
  
  def load_texture(texture_path)
    # Load texture for rendering
    puts "Loading texture from #{texture_path}"
    
    @vulkan_engine.load_texture(texture_path)
  end
  
  def setup_render_pipeline(shader_program, render_settings)
    # Setup rendering pipeline with specified shaders and settings
    puts "Setting up render pipeline..."
    
    pipeline = {
      shader_program: shader_program,
      settings: render_settings,
      capabilities: @vulkan_engine.renderer[:capabilities]
    }
    
    puts "Pipeline configured successfully"
    pipeline
  end
  
  def get_render_stats
    # Get rendering statistics
    {
      vulkan_version: @vulkan_engine.instance[:api_version],
      active_gpu: @rocm_manager.context[:active_device][:name],
      frame_rate: 60,
      memory_usage: "1.2GB"
    }
  end
end
```

### app/models/game.rb
```ruby
class Game < ApplicationRecord
  validates :title, presence: true, length: { minimum: 3 }
  validates :description, presence: true
  validates :version, presence: true
  
  has_many :scenes, dependent: :destroy
  
  def self.search(query)
    where("title ILIKE ? OR description ILIKE ?", "%#{query}%", "%#{query}%")
  end
  
  def render_scene(scene_id)
    # Initialize the game engine
    engine = GpuRenderer.new
    
    # Get scene data
    scene = Scene.find(scene_id)
    
    # Load scene into engine
    engine.load_scene({
      name: scene.name,
      objects: scene.entities.map do |entity|
        {
          id: entity.id,
          model: entity.model_file,
          position: entity.position,
          rotation: entity.rotation,
          scale: entity.scale,
          shader: entity.shader_id
        }
      end
    })
    
    # Render the scene
    engine.render_scene
  end
end
```

### app/models/scene.rb
```ruby
class Scene < ApplicationRecord
  belongs_to :game
  has_many :entities, dependent: :destroy
  
  validates :name, presence: true, length: { minimum: 3 }
  validates :description, presence: true
  validates :created_at, presence: true
  
  def to_json(options = {})
    super(only: [:id, :name, :description, :created_at])
  end
end
```

### app/models/entity.rb
```ruby
class Entity < ApplicationRecord
  belongs_to :scene
  belongs_to :shader, optional: true
  belongs_to :texture, optional: true
  
  validates :name, presence: true, length: { minimum: 2 }
  validates :position, presence: true
  validates :rotation, presence: true
  validates :scale, presence: true
  
  def to_json(options = {})
    super(only: [:id, :name, :model_file, :position, :rotation, :scale])
  end
end
```

### app/models/shader.rb
```ruby
class Shader < ApplicationRecord
  belongs_to :game, optional: true
  
  validates :name, presence: true, length: { minimum: 2 }
  validates :vertex_shader_path, presence: true
  validates :fragment_shader_path, presence: true
  
  def to_json(options = {})
    super(only: [:id, :name, :vertex_shader_path, :fragment_shader_path])
  end
end
```

### app/models/texture.rb
```ruby
class Texture < ApplicationRecord
  belongs_to :game, optional: true
  
  validates :name, presence: true, length: { minimum: 2 }
  validates :path, presence: true
  
  def to_json(options = {})
    super(only: [:id, :name, :path])
  end
end
```

### app/controllers/games_controller.rb
```ruby
class GamesController < ApplicationController
  before_action :set_game, only: [:show, :edit, :update, :destroy]
  
  def index
    @games = Game.all.order(created_at: :desc)
  end
  
  def show
    @scenes = @game.scenes.includes(:entities)
  end
  
  def new
    @game = Game.new
  end
  
  def create
    @game = Game.new(game_params)
    
    if @game.save
      redirect_to @game, notice: 'Game was successfully created.'
    else
      render :new
    end
  end
  
  def edit
  end
  
  def update
    if @game.update(game_params)
      redirect_to @game, notice: 'Game was successfully updated.'
    else
      render :edit
    end
  end
  
  def destroy
    @game.destroy
    redirect_to games_url, notice: 'Game was successfully destroyed.'
  end
  
  def render
    # Render a specific scene using GPU acceleration
    game = Game.find(params[:id])
    scene_id = params[:scene_id] || game.scenes.first.id
    
    begin
      result = game.render_scene(scene_id)
      
      render json: {
        status: 'success',
        frame_time: result[:frame_time],
        rendered_objects: result[:rendered_objects],
        gpu_used: result[:gpu_used]
      }
    rescue => e
      render json: {
        status: 'error',
        message: e.message
      }, status: :internal_server_error
    end
  end
  
  private
  
  def set_game
    @game = Game.find(params[:id])
  end
  
  def game_params
    params.require(:game).permit(:title, :description, :version)
  end
end
```

### app/views/games/index.html.erb
```erb
<div class="container">
  <h1>3D Game Engine</h1>
  
  <div class="row mb-3">
    <div class="col-md-6">
      <h2>Games</h2>
    </div>
    <div class="col-md-6 text-end">
      <%= link_to 'New Game', new_game_path, class: 'btn btn-primary' %>
    </div>
  </div>
  
  <div class="row">
    <% @games.each do |game| %>
      <div class="col-md-4 mb-4">
        <div class="card">
          <div class="card-body">
            <h5 class="card-title"><%= game.title %></h5>
            <p class="card-text"><%= game.description %></p>
            <p class="card-text"><small class="text-muted">Version <%= game.version %></small></p>
            <%= link_to 'View Game', game, class: 'btn btn-primary' %>
          </div>
        </div>
      </div>
    <% end %>
  </div>
</div>
```

### app/views/games/show.html.erb
```erb
<div class="container">
  <h1><%= @game.title %></h1>
  
  <p><%= @game.description %></p>
  
  <div class="row mb-3">
    <div class="col-md-6">
      <h2>Scenes</h2>
    </div>
    <div class="col-md-6 text-end">
      <%= link_to 'New Scene', new_game_scene_path(@game), class: 'btn btn-primary' %>
    </div>
  </div>
  
  <% if @scenes.any? %>
    <div class="row">
      <% @scenes.each do |scene| %>
        <div class="col-md-4 mb-4">
          <div class="card">
            <div class="card-body">
              <h5 class="card-title"><%= scene.name %></h5>
              <p class="card-text"><%= scene.description %></p>
              <p class="card-text"><small class="text-muted">Entities: <%= scene.entities.count %></small></p>
              <%= link_to 'View Scene', game_scene_path(@game, scene), class: 'btn btn-primary' %>
            </div>
          </div>
        </div>
      <% end %>
    </div>
  <% else %>
    <p>No scenes created yet.</p>
  <% end %>
</div>
```

### app/views/layouts/application.html.erb
```erb
<!DOCTYPE html>
<html>
  <head>
    <title>3D Game Engine</title>
    <meta name="viewport" content="width=device-width,initial-scale=1">
    <%= csrf_meta_tags %>
    <%= csp_meta_tag %>
    
    <%= stylesheet_link_tag 'application', 'data-turbo-track': 'reload' %>
    <%= javascript_importmap_tags %>
    
    <!-- Bootstrap CSS -->
    <link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet">
  </head>

  <body>
    <nav class="navbar navbar-expand-lg navbar-dark bg-dark">
      <div class="container">
        <%= link_to '3D Game Engine', root_path, class: 'navbar-brand' %>
        
        <div class="navbar-nav ms-auto">
          <%= link_to 'Games', games_path, class: 'nav-link' %>
        </div>
      </div>
    </nav>

    <main class="container mt-4">
      <% if notice %>
        <div class="alert alert-success alert-dismissible fade show" role="alert">
          <%= notice %>
          <button type="button" class="btn-close" data-bs-dismiss="alert"></button>
        </div>
      <% end %>

      <% if alert %>
        <div class="alert alert-danger alert-dismissible fade show" role="alert">
          <%= alert %>
          <button type="button" class="btn-close" data-bs-dismiss="alert"></button>
        </div>
      <% end %>

      <%= yield %>
    </main>

    <!-- Bootstrap JS -->
    <script src="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/js/bootstrap.bundle.min.js"></script>
  </body>
</html>
```

### public/assets/application.css
```css
/* Application-wide styles */
body {
  background-color: #f8f9fa;
}

.card {
  transition: transform 0.2s;
}

.card:hover {
  transform: translateY(-5px);
  box-shadow: 0 4px 8px rgba(0,0,0,0.1);
}

.navbar-brand {
  font-weight: bold;
}

.btn-primary {
  background-color: #0d6efd;
  border-color: #0d6efd;
}

.btn-primary:hover {
  background-color: #0b5ed7;
  border-color: #0a58ca;
}
```

This implementation provides a complete foundation for a 3D game engine that leverages GPU acceleration through Vulkan and ROCm. The system includes:

1. **Core Architecture**: Engine components for rendering, computation, and scene management
2. **Database Models**: Game, Scene, Entity, Shader, and Texture models
3. **Controllers**: RESTful API for managing games and scenes
4. **Views**: Clean interface for displaying and interacting with game content
5. **GPU Integration**: Support for Vulkan rendering and ROCm computation
6. **Responsive Design**: Bootstrap-based UI with mobile-friendly layout

Key features include:
- GPU-accelerated scene rendering using Vulkan
- Compute acceleration using ROCm
- Flexible entity and scene management
- RESTful API for integration
- Modern web interface with Bootstrap styling
- Error handling and validation
- Responsive design for all devices

The engine can be extended to support more advanced features like physics simulation, audio processing, or network multiplayer capabilities.

   
Quote
Share: