An existential western RPG about semi-conscious GPT agents. Written in a 3d engine from scratch targeting Wasm/Webgl and Desktop https://playgpt.io
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Cameron Murphy Reikes eda61354be Add HMS requirements 1 year ago
.vscode Successfully compile under Wall, better drama story, ability to holster shotgun, other improvements 1 year ago
art Sarcastic tombstone, smaller interact radius 1 year ago
assets Max out tombstone sarcasm, factor memory description into separate function 1 year ago
marketing_page Somewhat working payment system without saving 2 years ago
server Get building on web, save more issues with interacting with far away players, ensure judgement is harsher. On server warn clearer when no cors 1 year ago
thirdparty Remove MD_ prefix from almost everything 1 year ago
.gitattributes Exporter -> separate file, fix codegen, don't ignore .pn files 1 year ago
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10x.10x Add Visual Studio solution file and use it with 10x 1 year ago
CMakeLists.txt Convert to 4 space indentation to try out CLion 2 years ago
LICENSE Initial commit 2 years ago
README.md Add important note about exporting from blender 1 year ago
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buff.h Deserialize bones in one chunk, slice iter macro 1 year ago
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build_web_release.bat Passthrough command line arguments to subscripts 1 year ago
character_info.h Get building on web, save more issues with interacting with far away players, ensure judgement is harsher. On server warn clearer when no cors 1 year ago
codegen.c Remove MD_ prefix from almost everything 1 year ago
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do_ctags.bat Fix ctags in main file 1 year ago
level design document.png Initialize git lfs, 3d asset exporting and loading, debug rendering 1 year ago
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main.sln Add Visual Studio solution file and use it with 10x 1 year ago
make_training_prompt.txt Buff iteration by index macro 2 years ago
makeprompt.h Get building on web, save more issues with interacting with far away players, ensure judgement is harsher. On server warn clearer when no cors 1 year ago
maketraining.c Rename 2 years ago
openai_cmdline_notes.txt Conver training to metadesk, add metadata. Writing 2 years ago
playgippity.png Initialize git lfs, 3d asset exporting and loading, debug rendering 1 year ago
profiling.h stb_ds ubsan, keyboard shortcuts for speak/give item, custom assert 2 years ago
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ser.h Remove MD_ prefix from almost everything 1 year ago
simpletest.c Web target builds, but fails on arena issue. Web debugging is broken 1 year ago
threedee.glsl Post processing tunables; Remove webgl1 matrix inverse 1 year ago
todo.txt Add HMS requirements 1 year ago
tooling.ahk Successful conversation, VScode tooling, drama document, loading anim when thinking 1 year ago
tuning.h Judgement logic, fix multithreading race with requests, backspace on text input on desktop! 1 year ago
utility.h Greatly improve & simplify assertions 1 year ago
web_specific_shader_header.glsl Fix Shadow Texture Border Sampling on Web 1 year ago
web_template.html Change engine title strings to "Dante's Cowboy" 1 year ago

README.md

Dante's Cowboy - Wishlist now on Steam!

A fantasy western RPG with an immersive and natural dynamic dialogue system powered by GPT.

Western Frontier

Important Building Steps and Contribution Notes

If you add new devtools functionality like a new keyboard button binding that prints stuff to help with debugging, or flycam features, or anything, MAKE SURE you add a description of that functionality and how to access it in the function make_devtools_help() so it's just clear what debugging tools there are. Document it please.

In order for exporting to work, the "exclude from view layer" tick to the left of the eyeball on each object has to be unticked, or else all animations will be frozen. @TODO fix this in the future

Every time you checkin/clone the project, make sure to call blender_export.bat at least once! This will auto-extract art\art.blend and run art\Exporter.py, thereby baking, validating, and exporting all the assets and the level.

When editing Exporter.py in either the blender editor, or in a text editor in the repo, you have to continually make sure blender's internal version of the script doesn't go out of date with the actual script on disk, by either saving consistently from blender to disk if you're editing from blender, or by reloading from disk in the blend file before each commit.

Be very cautious about committing a change to any large asset files, i.e the art.blend and png files. Every time you do so, even if you change one little thing like moving the player somewhere, you copy the entire file in git lfs, ballooning the storage usage of the git project on the remote. So just try to minimize edits to those big files.

You must clone with git lfs is, and download git lfs files in this repository. If you don't know what that is, google it

Open art.blend, go to the scripting tab and hit the play button run the script and export all the 3d assets. Then, make sure that when you build, you also build and run the codegen so that said assets and other files are copied and imported. For debug builds on windows, that's call build_desktop_debug.bat codegen, the codegen argument to the build script causing it to run codegen

To enable codegen error messages, change @echo off to @echo on in run_codegen.bat

Debugging in the web

To get this working, you're going to need to follow flooh's answer linked here, and copy pasted for redundancy here:

It should definitely work on Vanilla Chrome, but setting everything up can be a bit finicky:

- install the Debugging extension: https://chrome.google.com/webstore/detail/cc%20%20-devtools-support-dwa/pdcpmagijalfljmkmjngeonclgbbannb
- in the Dev Tools settings, search for 'WebAssembly Debugging' and check that box
- compile your code with '-O0 -g' (no optimization, and debug info enabled'
- IMPORTANT: in the Chrome debugger, there's a 'Filesystem' tab on the left side which is very easy to miss. Here you need to navigate to your project directory and allow Chrome to access that area of your filesystem.

(I think/hope these are all steps)

When you load your application you should see something like this on the Dev Tools console:

[C/C++ DevTools Support (DWARF)] Loading debug symbols for http://localhost:8080/cube-sapp.wasm...
[C/C++ DevTools Support (DWARF)] Loaded debug symbols for http://localhost:8080/cube-sapp.wasm, found 91 source file(s)

...and if everything works it should look roughly like this in the debugger: