Qualification-Thesis/presentation.typ

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#import "@preview/touying:0.5.5": *
#import themes.university: *
#import "@preview/cetz:0.3.1"
#import "@preview/fletcher:0.5.3" as fletcher: node, edge
#import "@preview/ctheorems:1.1.3": *
#import "@preview/numbly:0.1.0": numbly
#import "src/diagrams.typ": *
#set text(
font: (
"Times New Roman",
"New Computer Modern",
),
size: 12pt,
hyphenate: auto,
lang: "lv",
region: "lv",
)
#show raw: set text(
font: (
"JetBrainsMono NF",
"JetBrains Mono",
"Fira Code",
),
features: (calt: 0),
)
// cetz and fletcher bindings for touying
#let cetz-canvas = touying-reducer.with(
reduce: cetz.canvas,
cover: cetz.draw.hide.with(bounds: true),
)
#let fletcher-diagram = touying-reducer.with(
reduce: fletcher.diagram,
cover: fletcher.hide,
)
#set figure(supplement: none)
// Theorems configuration by ctheorems
#show: thmrules.with(qed-symbol: $square$)
#let theorem = thmbox("theorem", "Theorem", fill: rgb("#eeffee"))
#let corollary = thmplain(
"corollary",
"Corollary",
base: "theorem",
titlefmt: strong,
)
#let definition = thmbox(
"definition",
"Definition",
inset: (x: 1.2em, top: 1em),
)
#let example = thmplain("example", "Example").with(numbering: none)
#let proof = thmproof("proof", "Proof")
#show: university-theme.with(
aspect-ratio: "16-9",
config-info(
title: [Spēles izstrāde, izmantojot Bevy spēļu dzinēju],
subtitle: [Kvalifikācijas darbs],
author: [Kristiāns Francis Cagulis kc22015],
date: [2025],
institution: [Latvijas Universitāte],
),
config-colors(
primary: rgb("#575279"),
secondary: rgb("#797593"),
tertiary: rgb("#286983"),
neutral-lightest: rgb("#faf4ed"),
neutral-darkest: rgb("#575279"),
),
)
#title-slide()
#slide[
= Pārskats
- Entitāšu komponenšu sistēma (ECS)
- Maze Ascension
- Hexlab bibliotēka
- Sešstūru implementācija
- Saskarne
- Rezultāti un secinājumi
]
= Entitāšu komponenšu sistēma (ECS)
== Kas ir ECS?
- Koncentrējas uz kompozīciju, nevis mantošanu.
- Datu orientēta arhitektūra.
- Nodalīti dati (komponentes) un uzvedība (sistēmas).
== Datu izkārtojums
// Here is an illustration to help you visualize the logical structure. The
// checkmarks show what component types are present on each entity. Empty cells
// mean that the component is not present. In this example, we have a player, a
// camera, and several enemies.
#context {
show raw: set text(size: 16pt)
table(
columns: 7,
[*Entity (ID)*],
[*Transform*],
[*Player*],
[*Enemy*],
[*Camera*],
[*Health*],
[*...*],
`...`, "", "", "", "", "", "",
"107",
[#emoji.checkmark.heavy `<translation>`\ `<rotation>`\ `<scale>`],
emoji.checkmark.heavy,
"",
"",
[#emoji.checkmark.heavy `<50.0>`],
"",
"108",
[#emoji.checkmark.heavy `<translation>`\ `<rotation>`\ `<scale>`],
"",
emoji.checkmark.heavy,
"",
[#emoji.checkmark.heavy `<25.0>`],
"",
"109",
[#emoji.checkmark.heavy `<translation>`\ `<rotation>`\ `<scale>`],
"",
"",
[#emoji.checkmark.heavy `<camera data>`],
"",
"",
`...`,
)
}
== Piemērs
#context {
show raw: set text(size: 16pt)
```rust
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Health {
current: u32,
max: u32
}
fn heal_player(
mut query: Query<&mut Health, With<Player>>,
time: Res<Time>,
) {
for mut health in query.iter_mut() {
let new_health = health.current + 2. * time.delta_secs();
health.current = new_health.min(health.max);
}
}
```
}
= Maze Ascension
== 1. Līmeņa DPD
#figure(
image("assets/images/diagrams/dpd1.png"),
)
== Stāva modulis
#figure(
image("assets/images/diagrams/floor.png", width: 50%),
)
= Hexlab bibliotēka
#pagebreak()
#figure(
caption: link("https://crates.io/crates/hexlab"),
image("assets/images/crates/hexlab.png", height: 92%),
)
== Labirinta ģenerēšanas funkcijas projektējums
#grid(
columns: (1fr, 1fr),
figure(
image("assets/images/diagrams/maze-gen.png"),
),
figure(
image("assets/images/diagrams/recursive.png"),
),
)
== Ģenerēšanas algoritms
// recursive backtracking
#figure(
caption: link("https://en.wikipedia.org/wiki/Maze_generation_algorithm"),
image("assets/videos/hexmaze/hexmaze.gif", height: 92%),
)
= Sešstūru implementācija
== Attēlošana
#grid(
columns: 2,
figure(
image("assets/images/game/tile-spreadout.png", height: 100%),
),
figure(
image("assets/images/game/tile.png", height: 100%),
),
)
#figure(
image("assets/images/game/grid.png", height: 100%),
)
= Saskarne
#pagebreak()
#grid(
columns: 2,
figure(
image("assets/images/game/main-menu.png"),
),
)
#figure(
image("assets/videos/game/maze-game.gif"),
)
#grid(
columns: (1fr, 1fr),
figure(
image("assets/images/game/debug.png"),
),
figure(
image("assets/images/game/dev-tools.png"),
),
)
#figure(
image("assets/videos/game/big-ass-maze.gif"),
)
= Secinājumi
== Rezultāti
- 3D spēle izmantojot Bevy un Rust:
- Procedurāla sešstūraina labirints ģenerēšana, izmantojot DFS.
- Izveidota atkārtoti lietojama atvērtā pirmkoda bibliotēka "hexlab".
- Efektīva līmeņa pārvaldība:
- Vienmērīga pāreja starp labirinta līmeņiem.
== Turpmākie darbi
- Īstenot vairāk labirintu ģenerēšanas paņēmienus/algoritmus.
- Ieviest jaunas mehānikas un papildspējas.
- Uzlabot vizuālo kvalitāti un spēlētāja izskatu.
- Izstrādāt daudzspēlētāju režīmu.
= Paldies par uzmanību!
Jautājumi?
#show: appendix
= Galavārds
== ECS vs OOP
#grid(
columns: (1fr, 1fr),
gutter: 1em,
[
*ECS*
- Plakana hierarhija
- Datu orientēta
- Kešatmiņai piemērots
- Paralēla apstrāde
],
[
*OOP*
- Dziļa mantojamība (inheritance)
- Objektorientēta
- Kešatmiņa izkliedēts
- Secīga apstrāde
],
)
== Iedvesma
#figure(
caption: link("https://www.redblobgames.com/grids/hexagons/"),
grid(
columns: 2,
figure(image("assets/images/redblogmages/axial-coords.png", height: 92%)),
figure(image("assets/videos/coords/coords.gif", height: 92%)),
),
)