A Game Engine Prototype is a stripped-down, minimal version of a game engine built to validate core concepts, test architectural designs, and experiment with technologies or algorithms. It's not intended to be a complete, feature-rich engine but rather a proof-of-concept or a foundational starting point. The primary goals of prototyping an engine include:
1. Validation of Core Ideas: To test fundamental design choices, such as how rendering will be handled, how game objects interact, or the overall structure of the game loop.
2. Architectural Exploration: To try out different engine architectures (e.g., entity-component-system, object-oriented) and see which best fits the project's needs.
3. Technology Evaluation: To learn and integrate new libraries, APIs (like graphics APIs such as Vulkan or OpenGL, or physics libraries), or programming language features.
4. Performance Benchmarking: To get an early sense of performance characteristics for critical systems like rendering, physics, or collision detection.
5. Risk Mitigation: By identifying potential technical hurdles early in the development cycle, allowing for adjustments before significant investment.
Key components often found in an engine prototype might include:
* Game Loop: The central loop that orchestrates input processing, game state updates, and rendering.
* Input Handling: A basic system to capture user input (keyboard, mouse).
* Scene Management: A rudimentary way to organize game objects within the virtual world.
* Rendering System: A basic drawing mechanism, which could be as simple as console output or a simple 2D graphics API integration.
* Game Object/Entity System: A simple structure to represent objects in the game world.
* Basic Physics/Collision (Optional): A very simple collision detection or movement system.
The prototype should remain flexible and be designed for rapid iteration. It's common for a prototype to be discarded or heavily refactored once its learning objectives are met, or it might evolve into the foundation of a full engine. The emphasis is on functionality and learning over robustness and polish.
Example Code
use std::time::{Instant, Duration};
// --- Core Engine Components ---
// A trait representing a drawable object
pub trait Drawable {
fn draw(&self, renderer: &mut dyn Renderer);
}
// A trait representing an updatable object
pub trait Updatable {
fn update(&mut self, dt: Duration);
}
// A simple renderer interface
pub trait Renderer {
fn clear(&mut self);
fn draw_text(&mut self, x: i32, y: i32, text: &str);
// In a real engine, this would have more sophisticated drawing methods
}
// A console-based renderer for our prototype
pub struct ConsoleRenderer {
width: usize,
height: usize,
buffer: Vec<char>,
}
impl ConsoleRenderer {
pub fn new(width: usize, height: usize) -> Self {
Self {
width,
height,
buffer: vec![' '; width * height],
}
}
fn put_char(&mut self, x: i32, y: i32, ch: char) {
if x >= 0 && x < self.width as i32 && y >= 0 && y < self.height as i32 {
let index = y as usize * self.width + x as usize;
self.buffer[index] = ch;
}
}
pub fn present(&self) {
print!("\x1b[H"); // Move cursor to top-left
for y in 0..self.height {
let row_start = y * self.width;
let row_end = (y + 1) * self.width;
let row_str: String = self.buffer[row_start..row_end].iter().collect();
println!("{}", row_str);
}
}
}
impl Renderer for ConsoleRenderer {
fn clear(&mut self) {
for c in self.buffer.iter_mut() {
*c = ' ';
}
}
fn draw_text(&mut self, x: i32, y: i32, text: &str) {
for (i, ch) in text.chars().enumerate() {
self.put_char(x + i as i32, y, ch);
}
}
}
// --- Game State & Entities ---
pub struct Player {
x: i32,
y: i32,
name: String,
}
impl Player {
pub fn new(name: String, x: i32, y: i32) -> Self {
Self { name, x, y }
}
pub fn move_player(&mut self, dx: i32, dy: i32) {
self.x += dx;
self.y += dy;
}
}
impl Updatable for Player {
fn update(&mut self, _dt: Duration) {
// Player logic could go here, e.g., AI movement, animation updates
}
}
impl Drawable for Player {
fn draw(&self, renderer: &mut dyn Renderer) {
renderer.draw_text(self.x, self.y, &format!("P ({})", self.name.chars().next().unwrap_or('?')));
}
}
pub struct GameState {
player: Player,
enemies: Vec<Player>, // Using Player struct for simplicity
message: String,
running: bool,
}
impl GameState {
pub fn new() -> Self {
Self {
player: Player::new("Hero".to_string(), 1, 1),
enemies: vec![
Player::new("Goblin".to_string(), 10, 5),
Player::new("Orc".to_string(), 5, 8),
],
message: "Welcome to the Prototype!".to_string(),
running: true,
}
}
pub fn process_input(&mut self, input: char) {
match input {
'w' => self.player.move_player(0, -1),
's' => self.player.move_player(0, 1),
'a' => self.player.move_player(-1, 0),
'd' => self.player.move_player(1, 0),
'q' => {
self.running = false;
self.message = "Exiting game.".to_string();
},
_ => self.message = format!("Unknown input: {}", input),
}
}
pub fn update(&mut self, dt: Duration) {
self.player.update(dt);
for enemy in &mut self.enemies {
enemy.update(dt);
// Simple collision check for prototype:
if self.player.x == enemy.x && self.player.y == enemy.y {
self.message = format!("{} encountered {}!", self.player.name, enemy.name);
}
}
}
pub fn draw(&self, renderer: &mut dyn Renderer) {
renderer.clear();
self.player.draw(renderer);
for enemy in &self.enemies {
enemy.draw(renderer);
}
renderer.draw_text(0, 0, &self.message);
renderer.draw_text(0, 11, &format!("Player @ ({},{})", self.player.x, self.player.y));
renderer.draw_text(0, 12, "Use WASD to move, Q to quit.");
}
}
// --- The Engine Prototype Itself ---
pub struct GameEnginePrototype {
game_state: GameState,
renderer: ConsoleRenderer,
last_frame_time: Instant,
}
impl GameEnginePrototype {
pub fn new(width: usize, height: usize) -> Self {
Self {
game_state: GameState::new(),
renderer: ConsoleRenderer::new(width, height),
last_frame_time: Instant::now(),
}
}
pub fn run(&mut self) {
// Simulate a basic game loop
while self.game_state.running {
let current_time = Instant::now();
let delta_time = current_time.duration_since(self.last_frame_time);
self.last_frame_time = current_time;
// 1. Process Input (simplified for console)
// In a real engine, this would read from OS events
if let Some(input) = self.get_mock_input() {
self.game_state.process_input(input);
}
// 2. Update Game State
self.game_state.update(delta_time);
// 3. Render
self.game_state.draw(&mut self.renderer);
self.renderer.present();
std::thread::sleep(Duration::from_millis(100)); // Simulate frame rate
}
}
// This is a highly simplified mock for input, a real engine would use an event loop
fn get_mock_input(&self) -> Option<char> {
// For a console prototype, we'd typically use `termion` or `crossterm`
// to read non-blocking input. For this simple example, let's simulate
// getting input by printing a message and waiting for a line.
// Note: This will block the engine loop. For non-blocking, a library is needed.
// For true prototyping, one might just hardcode a sequence of inputs or remove this.
use std::io::{self, Read};
// Temporarily put terminal in raw mode for single char input
// This is a minimal example, requires `crossterm` or `termion` for a real solution
// We'll skip complex terminal setup for this core engine prototype example.
// Instead, we'll just check if there's *any* pending input that's easy to get.
// A simpler way for a prototype: just return None or a predetermined sequence.
// Let's make it truly non-blocking by using a simple hack for demonstration
// (this will likely not work universally or correctly without a proper TUI library)
// A better approach for prototype would be to use `crossterm::event::poll`
// For this basic example, let's just make it a 'passive' input, meaning it simulates
// no input for most frames, and only sometimes an action.
if rand::random::<f32>() < 0.1 { // ~10% chance to simulate input
match rand::random::<u8>() % 5 {
0 => Some('w'),
1 => Some('a'),
2 => Some('s'),
3 => Some('d'),
4 => Some('q'), // Simulating a quit condition randomly
_ => None,
}
} else {
None
}
}
}
fn main() {
println!("\x1b[2J"); // Clear screen (ANSI escape code)
println!("\x1b[?25l"); // Hide cursor (ANSI escape code)
let mut engine = GameEnginePrototype::new(40, 15);
engine.run();
println!("\x1b[?25h"); // Show cursor again
println!("Engine prototype finished.");
}
// Note: To run this code and see interactive console output properly,
// you would typically need a crate like `crossterm` or `termion` for raw terminal input.
// For a simple standalone `cargo run`, the `get_mock_input` function is a placeholder
// that either returns `None` or a random char, simulating very basic input without blocking.
// For actual interactive input, add `crossterm = "0.27"` to Cargo.toml and replace
// `get_mock_input` with something like:
/*
use crossterm::{
event::{self, Event, KeyCode},
terminal,
};
impl GameEnginePrototype {
// ... other methods ...
fn get_input_event(&self) -> Option<char> {
if event::poll(Duration::from_millis(0)).unwrap() {
match event::read().unwrap() {
Event::Key(key_event) => match key_event.code {
KeyCode::Char(c) => Some(c),
_ => None,
},
_ => None,
}
} else {
None
}
}
}
// In `run` method:
// terminal::enable_raw_mode().unwrap();
// while self.game_state.running {
// if let Some(input) = self.get_input_event() {
// self.game_state.process_input(input);
// }
// // ... rest of the loop ...
// }
// terminal::disable_raw_mode().unwrap();
*/








Game Engine Prototype