0.0
No release in over a year
Common tools for the Belts game engine
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 Dependencies

Runtime

~> 0.4.2
~> 2.4.2
 Project Readme

Belts

Belts is a data-oriented game engine for the ruby programming language, heavily inspired by Ruby on Rails and Unity's DOTS.

In data-oriented game development, components hold data and systems execute game logic. Belts takes advantage of this to make code more descriptive and allow plugins to hook into the main loop, enabling or disabling features based on the developers' needs.

Belts is designed to be easy to pick up and get something out there, ideal for hackathons and low demanding games. While performance improvements are welcome, the bulk of the features in the pipeline aim to target developer happiness (scaffolding, testing, plugin support, etc.)

Getting Started

Install

Install belts globally. Make sure you're running ruby >= 3.1.2 and have OpenGL/GLFW and CGLM available in your system:

gem install belts

Create a new project

Run the belts new command line. This will create a new folder with all the necessary files to get started:

belts new my_game

After you create the new game, switch to its folder and start it:

cd my_game
belts start

Usage

Concepts

A fresh project comes with a few basic examples. But to understand them we need to dive into what each of the folders in app/ represents:

app/
  components/
  prefabs/
  scenes/
  systems/

Components

Components are just simple structs to hold data. Other tools will be responsible for reading and modifying their values during runtime. They can also serve as tags if they don't hold any attribtues.

# built-in component
Transform = Struct.new(:position, :rotation, :scale)

# app/components/spinner.rb
Spinner = Struct.new(nil)

Entities

There isn't a folder for entities because they only exist during runtime. They hold any number of Components and represent game objects: the player, the camera, an enemy or a just a cube.

Prefabs

Prefabs are blueprints of entities. They are used to describe what entities should look like and can be saved for later use. They can be instantiated during runtime or from scenes.

class SpinningCube < BeltsEngine::Prefab
  component :render_data, RenderData.new(:cube, Vec3.right)
  component :spinner, Spinner.new
end

Scenes

Scenes declare the initial state of a game level. You just need to specify the prefabs to use and where they should be placed.

class MainScene < BeltsEngine::Scene
  prefab :Camera3d, position: Vec3.back * 5
  prefab :SpinningCube, position: Vec3.zero
end

Systems

Lastly, systems! Systems are where all game logic happens.

Each system is initialised once and then called each frame:

class FrameCountSystem < BeltsEngine::System
  def start
    @current_frame = 0
  end

  def update
    puts @current_frame
    @current_frame += 1
  end
end

While there are some use cases for simple systems like the one above, most of the time they will interact with entities and their components.

They way to do this is by specifying a collection. Behind the scenes, collections are automatically updated when components are added or removed from entities or when these are instantiated or destroyed. This ensures a system will only iterate over the small subset of entities it needs to.

class SpinnerSystem < BeltsEngine::System
  collection :spinners,
    with: [:transform, :spinner]

  def update
    speed = @time.delta_time * 30

    spinners.each_with_components do |transform:, **|
      transform.rotate(speed, speed, speed)
    end
  end
end

Adding functionality to Systems with Tools

Tools are libraries, independent from the current scene. They are accessible from all systems and can hold global data. The core engine includes a few tools by default but more can be added by plugins, which is the expected way to add new features in the future (audio, asset management, physics).

From any system, you can inspect the contents of @game.tools to see what tools have been installed. Then you can access any of these tools through the game object (e.g. @game.time) or using the short version (e.g. @time)

Entities

In order to change what entities show in collections, you might want to change their components entirely. There are few methods you can use to make this:

@entities.instantiate(prefab_class, position, rotation)
@entities.add_components(id, {spinner: Spinner.new, other_component: OtherComponent.new})
@entities.remove_components(id, [:component_name])
@entities.destroy(id)

Time

Time includes two read-only properties:

@time.uptime # time since the game started
@time.delta_time # time since last frame

Input

Input gives access to information about the keyboard and mouse state. Examples:

@input.key?(:a) # true if A is being pressed
@input.key_down?(:a) # true once, when A is pressed down
@input.key_up?(:a) # true once, when A is released

@input.button?(:mouse_1) # true if the mouse 1 button is being pressed
@input.button_down?(:mouse_1) # true once, when the mouse 1 button is pressed down
@input.button_up?(:mouse_1) # true once, when the mouse left button is released

@input.mouse(:x) # x position on the screen in pixels (from top-left)
@input.mouse(:y) # y position on the screen in pixels (from top-left)

Future Work

Work on Belts is in early stage and things are very likely to be renamed, moved or completely rebuilt.

Future work will focus more on the core engine instead of plugins. Today Belts ships with opengl but tomorrow might ship with vulkan or a 2d framework. This is what's planned next:

  • Documentation
  • Scaffold new projects with tests and testing guidelines (and add tests to this repo)
  • Scaffold new projects with standardrb (and add standardrb and code coverage to this repo)
  • Hot Reload for systems (change the logic without restarting the game)
  • Allow specifying systems order
  • C or Rust bindings for demanding snippets
  • Docker?

We'll continue to add basic functionality to plugins too:

  • Debugger
  • 2D lib
  • Audio
  • RendererL: lights, mesh loaders, post processing
  • Physics
  • Networking / Sync

Contributing

Contributions are welcome in three forms:

  • Raising issues and PRs in this repository
  • Creating external plugins (which may be added to the default release or as an option during the project creation)
  • Sharing your demos (which we may link to from this repo)

License

Belts is released under the MIT License.