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Mesin 3D saat ini sedang dalam tahap awal pengembangan dan belum dilengkapi dengan fitur-fitur penting yang diperlukan untuk mesin permainan siap produksi. Namun, peta jalan pengembangan yang jelas dan berwawasan ke depan telah ditetapkan, dengan upaya aktif yang dilakukan untuk menerapkan sistem canggih seperti geometri tervirtualisasi dan kaskade pancaran cahaya untuk penerangan global yang sepenuhnya dinamis. Seiring kemajuan pengembangan, saya berencana untuk membina komunitas mulai tahun depan, dengan tujuan membangun mesin permainan C# yang terintegrasi secara mulus dengan alur kerja Unity. Dengan dukungan Anda, kami dapat menciptakan mesin yang kuat dan ramah pengguna, lengkap dengan editor, yang memenuhi tuntutan pengembangan game modern.
Contoh proyek Mesin 3D yang mendemonstrasikan kemampuan Mesin 3D. Voxel Sandbox mengimplementasikan fitur-fitur berikut:
Semua komponen ditulis dalam C#, menunjukkan cara memanfaatkan fungsionalitas Mesin 3D untuk membangun aplikasi berfitur lengkap.
Instal paket melalui NuGet Package Manager untuk diintegrasikan ke dalam proyek Anda.
dotnet new console -n Project
cd Project
dotnet add package 3DEngine
dotnet add package Costura.Fody
./Project.csproj
< Project Sdk = " Microsoft.NET.Sdk " >
< PropertyGroup >
< OutputType >WinExe</ OutputType >
< TargetFramework >net8.0-windows10.0.22621.0</ TargetFramework >
< ImplicitUsings >enable</ ImplicitUsings >
< SatelliteResourceLanguages >en</ SatelliteResourceLanguages >
< PlatformTarget >x64</ PlatformTarget >
< PublishAot >true</ PublishAot >
</ PropertyGroup >
< ItemGroup >
< None Remove = " FodyWeavers.xml " />
</ ItemGroup >
< ItemGroup >
< PackageReference Include = " 3DEngine " Version = " 3.1.0 " />
< PackageReference Include = " Costura.Fody " Version = " 5.7.0 " >
< PrivateAssets >all</ PrivateAssets >
</ PackageReference >
</ ItemGroup >
< ItemGroup >
< Content Update = " $(NuGetPackageRoot) 3DEngine 3.1.0contentFilesanynet8.0-windows10.0.22621AssetsResources*** " >
< CopyToOutputDirectory >PreserveNewest</ CopyToOutputDirectory >
</ Content >
</ ItemGroup >
< ItemGroup >
< None Update = " AssetsGeneratorsFileNamesEnumGenerator.tt " >
< Generator >TextTemplatingFileGenerator</ Generator >
< LastGenOutput >FileNamesEnumGenerator.cs</ LastGenOutput >
</ None >
</ ItemGroup >
< ItemGroup >
< Service Include = " {508349b6-6b84-4df5-91f0-309beebad82d} " />
</ ItemGroup >
< ItemGroup >
< Compile Update = " AssetsGeneratorsFileNamesEnumGenerator.cs " >
< DesignTime >True</ DesignTime >
< AutoGen >True</ AutoGen >
< DependentUpon >FileNamesEnumGenerator.tt</ DependentUpon >
</ Compile >
</ ItemGroup >
</ Project >
Pastikan "PreserveNewest" diatur untuk file di folder Aset di Visual Studio. Ganti Path ke Paket NuGet 3DEngine 3.1.0
class Program
{
[ STAThread ]
private static void Main ( ) =>
new Engine . Program ( ) . Run (
config : Engine . Config . GetDefault (
windowCommand : Engine . WindowCommand . Show ,
presentInterval : Engine . PresentInterval . Immediate ,
multiSample : Engine . MultiSample . x4 ,
resolutionScale : 1 ,
title : "3D Engine" ,
width : 2560 , height : 1440 ,
renderGUI : true , defaultBoot : true ) ,
initialization : ( ) =>
Engine . Kernel . Instance . SystemManager . MainEntityManager . CreateEntity ( ) . AddComponent < GameManager > ( ) ,
frame : ( ) => { } ) ;
}
using System ;
using System . Collections ;
using System . Numerics ;
using Engine ;
using Engine . Buffer ;
using Engine . Components ;
using Engine . DataStructures ;
using Engine . ECS ;
using Engine . Editor ;
using Engine . Framework ;
using Engine . Graphics ;
using Engine . GUI ;
using Engine . Helper ;
using Engine . Runtime ;
using Engine . Utilities ;
public class Example : Component
{
[ ToolTip ( "This is a ToolTip" ) ]
[ Show ]
private string _visibleString = "This field is private" ;
[ Hide ]
public string HiddenString = "This field is public" ;
[ ShowOnly ]
public string ShowOnlyString = "This string is not editable" ;
public int Int ;
public float Float ;
public Vector2 Vector2 ;
public Vector3 Vector3 ;
public Vector4 Vector4 ;
[ Slider ( 1 , 100 ) ]
public float Slider ;
public bool Bool ;
[ If ( "Bool" , "True" ) ]
[ ShowOnly ]
public string IfField = "This field is only visible if the bool is true" ;
[ IfNot ( "Bool" , "True" ) ]
[ ShowOnly ]
public string IfNotField = "This field is only visible if the bool is not true" ;
[ Color ]
public Vector4 Color ;
public Entity ? _Entity ;
[ Space ]
[ Header ( "Header" ) ]
public event Action ? Event ;
// This is the base function of OnRegister.
public override void OnRegister ( ) =>
ScriptSystem . Register ( this ) ;
public override void OnAwake ( ) { }
public override void OnStart ( ) { }
public override void OnUpdate ( ) { }
public override void OnLateUpdate ( ) { }
public override void OnFixedUpdate ( ) { }
public override void OnRender ( ) { }
public override void OnGUI ( ) { }
public override void OnDestroy ( ) { }
}
Engine . Loader . ModelLoader . LoadFile ( Engine . ModelFiles . Model ) ;
Engine . Loader . ModelLoader . LoadFile ( Engine . Utilities . AssetPaths . MESHES + "Model.obj" ) ;
Engine . Loader . ImageLoader . LoadFile ( Engine . TextureFiles . TextureAtlas ) ;
Engine . Loader . ImageLoader . LoadFile ( Engine . Utilities . AssetPaths . TEXTURES + "Texture.png" ) ;
Engine . Kernel . Instance . Context . CreateShader ( Engine . Utilities . AssetPaths . SHADERS + "Shader" ) ;
Engine . Kernel . Instance . Context . CreateComputeShader ( Engine . Utilities . AssetPaths . COMPUTESHADERS + "ComputeShader" ) ;
Entity . AddComponent < Example > ( ) ;
Entity . Manager . CreateEntity ( name : "Controller" ) . AddComponent < PlayerController > ( ) . Initialize ( this ) ;
Entity . Manager . CreateEntity ( name : "Sky" ) . AddComponent < DefaultSky > ( ) . Initialize ( ) ;
var mesh = Entity . Manager . CreateEntity ( ) . AddComponent < Mesh > ( ) ;
mesh . SetMeshData ( ModelFiles . Model ) ;
mesh . SetMeshData ( Assets . Meshes [ "Model.obj" ] ) ;
mesh . SetMeshData ( vertices , indices , positions , new InputLayoutHelper ( ) . AddPosition3D ( ) . AddUV ( ) ) ;
mesh . SetRootSignature ( ) ;
mesh . SetRootSignature ( new RootSignatureHelper ( ) . AddConstantBufferView ( 2 ) . AddShaderResourceViewTable ( ) ) ;
mesh . SetMaterialTextures ( TextureFiles . Texture ) ;
mesh . SetMaterialTextures ( textureEntries : [ new ( "Texture.png" , 0 ) ] ) ;
mesh . SetMaterialPipeline ( ShaderFiles . Shader ) ;
mesh . SetMaterialPipeline ( "Shader" ) ;
Engine . Utilities . Output . Log ( Entity . Transform . Position ) ;
if ( Input . GetKey ( Key . Escape , InputState . Down ) )
{
PAUSED = ! PAUSED ;
if ( PAUSED )
Input . SetMouseLockState ( MouseLockState . Unlocked ) ;
else
Input . SetMouseLockState ( MouseLockState . LockedInvisible , 0.5 , 0.5 ) ;
}
if ( ! PAUSED )
Input . SetCursorIcon ( SystemCursor . IDC_CROSS ) ;
Repositori Mesin 3D meliputi:
Anda dapat membuat 3DEngine (Paket) untuk Editor dan Mesin sebagai Aplikasi MSIX atau Mesin sebagai Aplikasi Win32 portabel.
Untuk mengkompilasi Mesin 3D, pastikan Anda memiliki Visual Studio 2022 dengan komponen berikut: