Files
libakgl/docs/02-design-philosophy.md
Andrew Kesterson 986c80d0ec Bump to 0.8.0, close Target 12, and record what is still missing
Collision changed the collide slot's signature and grew four public structs, so
this is an ABI break and the soname moves to libakgl.so.0.8. The manual's counts
move with it: 195 functions across 23 headers, 183 of which return an error
context.

Target 12 -- "collision for 256 actors under 2 ms without the caller writing a
broad phase" -- is met. A new benchmark times the whole step with a world
attached, which is the number the target is actually about rather than a
narrowphase call in isolation: 15.4 us at 64 actors, and 54.1 us at 256 in a
purpose-built -DAKGL_MAX_HEAP_ACTOR=256 configuration. Over that 4x range the
step grew 3.5x while the all-pairs control grew 15.6x, which is the n-squared
the index exists to avoid. Plan item 7 is rewritten to record what shipped and
why both partitioners exist; the Construct and Phaser citations stay.

Three new TODO entries. Actor rotation, scoped to the five places it touches and
the one place it does not -- collision_support is written so rotating `dir` in
and the answer back is the whole narrowphase change, and rotational *response*
is explicitly a different piece of work. The swept narrowphase FLAG_BULLET
reserves, with the tunnelling arithmetic written out so a game can check its own
numbers against 1280 px/s. And the ccd arena being single-threaded and sized by
measurement at 7,264 bytes per GJK/EPA box pair.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 07:53:30 -04:00

13 KiB

02. Design philosophy

Six decisions shape every API in this library. They are not preferences stated up front and then quietly abandoned in the implementation; each one is visible in the code, and this chapter shows the code that proves it.

None of this is an argument that you should build a game this way. It is an explanation of what libakgl will and will not do for you, so you can decide whether the tradeoffs are ones you want.

Bounded, pre-declared resources — not dynamic ones

libakgl does not call malloc at runtime. Every runtime object comes out of a fixed, statically allocated array declared in heap.h. There are five such arrays — actors, sprites, spritesheets, characters and strings — and the ceilings are compile-time constants:

#ifndef AKGL_MAX_HEAP_ACTOR
#define AKGL_MAX_HEAP_ACTOR                    64
#endif
#ifndef AKGL_MAX_HEAP_SPRITE
#define AKGL_MAX_HEAP_SPRITE                   (AKGL_MAX_HEAP_ACTOR * 16)
#endif
#ifndef AKGL_MAX_HEAP_SPRITESHEET
#define AKGL_MAX_HEAP_SPRITESHEET              AKGL_MAX_HEAP_SPRITE
#endif
#ifndef AKGL_MAX_HEAP_CHARACTER
#define AKGL_MAX_HEAP_CHARACTER                256
#endif
#ifndef AKGL_MAX_HEAP_STRING
#define AKGL_MAX_HEAP_STRING                   256
#endif

Allocation is a linear scan for a slot whose reference count is zero. That is the whole algorithm:

akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)
{
    PREPARE_ERROR(errctx);
    for (int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
	if ( akgl_heap_actors[i].refcount != 0 ) {
	    continue;
	}
	*dest = &akgl_heap_actors[i];
	SUCCEED_RETURN(errctx);
    }
    FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused actor on the heap");
}

Two consequences follow, and both matter more than the absence of malloc.

Exhaustion is a normal error, not a catastrophe. AKGL_ERR_HEAP means "this pool is full". It is not ENOMEM, the process is not in trouble, and the fix is almost never a bigger pool — it is usually a missing release. Raising AKGL_MAX_HEAP_* before you have checked for a leak converts a bug that fails on frame 300 into one that fails on frame 3000.

The pools are compile-time sized, so the ceiling is an ABI constraint. The arrays live in the library, so libakgl and everything linking it must agree on the numbers. Overriding one means rebuilding the whole tree, not just your game.

The idiom for a pool object is claim, use, release in CLEANUP, which runs on every path out of the ATTEMPT block:

#include <akerror.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/staticstring.h>
#include <akgl/util.h>

/* Claim, use, release. The CLEANUP block runs on every path out of ATTEMPT. */
akerr_ErrorContext *scratch_path(char *root, char *name)
{
    akgl_String *buf = NULL;

    PREPARE_ERROR(errctx);
    PASS(errctx, akgl_heap_next_string(&buf));

    ATTEMPT {
	CATCH(errctx, akgl_string_initialize(buf, name));
	CATCH(errctx, akgl_path_relative(root, buf->data, buf));
	SDL_Log("resolved to %s", buf->data);
    } CLEANUP {
	IGNORE(akgl_heap_release_string(buf));
    } PROCESS(errctx) {
    } FINISH(errctx, true);

    SUCCEED_RETURN(errctx);
}

If the pool has no layer for your type, add one. A new kind of runtime object gets a new array, a next, and a release, in heap.h and src/heap.c. It does not get an allocator. Chapter 5 covers the layers, the reference-count asymmetry between akgl_heap_next_string and the other seven, and what the ceilings cost you.

Variation lives in a backend, not in a branch

There are exactly three pluggable subsystems, and all have the same shape: a struct of function pointers, plus an initializer that populates it.

    akgl_RenderBackend         akgl_PhysicsBackend        akgl_Partitioner
    +--------------------+     +--------------------+     +-----------------+
    | sdl_renderer       |     | simulate           |     | reset           |
    | shutdown           |     | gravity            |     | insert          |
    | frame_start        |     | collide            |     | remove          |
    | frame_end          |     | move               |     | move            |
    | draw_texture       |     | drag_x/y/z         |     | query           |
    | draw_mesh          |     | gravity_x/y/z      |     | each_pair       |
    | draw_world         |     | max_timestep       |     | state           |
    +--------------------+     | collision          |     +-----------------+
       ^                       +--------------------+        ^
       | populated by             ^                          | populated by
    akgl_render_2d_bind           | populated by          akgl_partitioner_init_grid
    akgl_render_2d_init        akgl_physics_init_null     akgl_partitioner_init_bsp
                               akgl_physics_init_arcade   (akgl_partitioner_factory)
                               (akgl_physics_factory)

The shipped physics initializers are five assignments and nothing else:

akerr_ErrorContext *akgl_physics_init_null(akgl_PhysicsBackend *self)
{
    PREPARE_ERROR(errctx);
    FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");

    self->gravity = akgl_physics_null_gravity;
    self->collide = akgl_physics_null_collide;
    self->move = akgl_physics_null_move;
    self->simulate = akgl_physics_simulate;

To vary the behaviour, write an initializer and register it — do not add a conditional. Nothing in akgl_physics_simulate knows which backend it is stepping, and nothing in the render path knows whether draw_texture came from the 2D backend or from yours. You can also mix: borrow the entry points that already do what you want and replace only the one that does not.

#include <akerror.h>
#include <akgl/game.h>
#include <akgl/physics.h>
#include <akgl/actor.h>

/* One tick of "everything floats up at a constant rate", as a backend. */
static akerr_ErrorContext *floaty_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
    PREPARE_ERROR(errctx);
    FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
    FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
    actor->ey = -40.0f * dt;
    SUCCEED_RETURN(errctx);
}

akerr_ErrorContext *floaty_init(akgl_PhysicsBackend *self)
{
    PREPARE_ERROR(errctx);
    FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");

    /* Borrow the parts that already do the right thing. */
    self->simulate = akgl_physics_simulate;
    self->move = akgl_physics_arcade_move;
    self->collide = akgl_physics_null_collide;
    self->gravity = floaty_gravity;

    self->gravity_time = SDL_GetTicksNS();
    self->max_timestep = AKGL_PHYSICS_DEFAULT_MAX_TIMESTEP;
    SUCCEED_RETURN(errctx);
}

There is no inheritance, no RTTI and no dispatch on a type tag anywhere in the library. Behaviour attaches as a function pointer on a struct — which is also how an actor's own six behaviour hooks work, in Chapter 12.

Bit flags are the default representation for state

Where another library would give you an enum and a setter per property, libakgl gives you a 32-bit mask and four macros. An actor's state is the clearest case: it is a set, not a value, because an actor is alive and facing left and moving left all at once.

#define AKGL_ACTOR_STATE_FACE_DOWN             (1 << 0)             // 1           0000 0000 0000 0001
#define AKGL_ACTOR_STATE_FACE_LEFT             (1 << 1)             // 2           0000 0000 0000 0010
#define AKGL_ACTOR_STATE_FACE_RIGHT            (1 << 2)             // 4           0000 0000 0000 0100
#define AKGL_ACTOR_STATE_FACE_UP               (1 << 3)             // 8           0000 0000 0000 1000
#define AKGL_ACTOR_STATE_ALIVE                 (1 << 4)             // 16          0000 0000 0001 0000

The iterator flags in iterator.h are the same idea for "what should this sweep do":

#define AKGL_ITERATOR_OP_UPDATE                (1 << 0)             // 1    Call the actor's updatefunc
#define AKGL_ITERATOR_OP_RENDER                (1 << 1)             // 2    Call the actor's renderfunc
#define AKGL_ITERATOR_OP_RELEASE               (1 << 2)             // 4    Release the object back to its heap layer
#define AKGL_ITERATOR_OP_LAYERMASK             (1 << 3)             // 8    Skip anything whose layer != layerid
#define AKGL_ITERATOR_OP_TILEMAPSCALE          (1 << 4)             // 16   Scale actors to the tilemap; otherwise force scale 1.0

Both tables are hand-aligned, with the decimal value and the bit pattern in a comment per row, and both are protected from the reindent script's tabify step precisely so that alignment survives. The tables in the headers are the reference; these excerpts are checked against them.

Use the macros, not the operators. AKGL_BITMASK_HAS(x, y) is "every bit of y is set in x", not "any of them". It is fully parenthesized so that !AKGL_BITMASK_HAS(a, b) means what it reads as — until 0.5.0 it did not, and the negation bound to the &. Nothing in the tree negated it, which is the only reason that was latent rather than live.

Errors carry context, and callers cannot ignore them

183 of libakgl's 195 functions return akerr_ErrorContext AKERR_NOIGNORE *. Results come back through pointer parameters; the return value is always the error. The AKERR_NOIGNORE attribute makes discarding it a compiler diagnostic.

That is a libakerror design and it is documented by libakerror. Chapter 4 covers the part that is genuinely libakgl's: which statuses these functions raise, what each one means here, and the traps libakgl's own structure creates. Read it before any subsystem chapter.

The reasoning behind the choice is operational rather than aesthetic. A game that fails on somebody else's machine leaves you a log file and nothing else, so an error has to say what failed, where, and why, at the point it happened — not three frames later at a NULL dereference with no history attached.

Everything is referenced by name

Nothing in this library is passed around by pointer where a name will do. An actor names the character it instantiates; a character names the sprites it draws for each state; a sprite names the sheet it cuts frames from. All of it is resolved at load time through eight registries:

extern SDL_PropertiesID AKGL_REGISTRY_ACTOR;
extern SDL_PropertiesID AKGL_REGISTRY_SPRITE;
extern SDL_PropertiesID AKGL_REGISTRY_SPRITESHEET;
extern SDL_PropertiesID AKGL_REGISTRY_CHARACTER;

The lookup itself is unremarkable, and that is the point:

    obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL);

This is what lets the whole asset graph be described in JSON files that reference each other by name, with no build step and no code generation. It also means a typo in an asset file is a runtime failure rather than a compile error — which is the tradeoff, stated plainly. The registries are SDL property sets rather than an akgl type, so you can enumerate one with SDL_EnumerateProperties; that is exactly what akgl_registry_iterate_actor does.

Two sharp edges, both in Chapter 6: an uninitialized registry id is 0, which SDL treats as "no such property set" and silently drops writes to; and AKGL_REGISTRY_SPRITESHEET is keyed on the resolved image path, which is what makes two sprites naming the same PNG share one texture.

One world at a time

The library keeps exactly one of everything, reachable through four globals:

extern akgl_Tilemap *akgl_gamemap;
extern akgl_RenderBackend *akgl_renderer;
extern akgl_PhysicsBackend *akgl_physics;
extern SDL_FRect *akgl_camera;

akgl_game_init points each of them at default storage — akgl_default_renderer, akgl_default_physics, akgl_default_camera, akgl_default_gamemap. They are pointers so that you can substitute your own instance by reassigning one, and the rest of the library goes on drawing and simulating through it without knowing.

That is the entire extent of the indirection. There is no notion of two worlds at once. No context handle is threaded through the API, no akgl_World * is passed to every call, and two simultaneous games in one process is not a thing this library supports. If you want a paused world behind a menu, you save the state you care about and swap the pointers back.

The globals all carry the akgl_ prefix, and that is not cosmetic. Until 0.5.0 the library exported a bare renderer, tests/character.c defined an SDL_Renderer *renderer of its own, both had external linkage with the same spelling, and the executable's definition preempted the library's. Every texture load in that suite failed and the suite reported success anyway. A consuming game with a variable called renderer would have hit exactly the same thing, with no test to notice.

What the six add up to

You get a library whose worst-case memory is knowable at compile time, whose failure modes arrive as messages instead of crashes, whose behaviour you extend by writing a function rather than by editing a switch, and whose assets are text files you can edit by hand.

You give up dynamic sizing, more than one world, and any ability to describe a game without writing C. Those are the tradeoffs. Chapter 3 puts a window on the screen.