Files
libakgl/docs/01-introduction.md
Andrew Kesterson fcad2822a9 Measure collision, and say which numbers moved for what reason
Seven new benchmark rows, budgets set from a measured full-scale run rather
than guessed, and the three existing rows the work moved re-recorded from that
same run. The all-pairs sweep stays and is relabelled `control:` -- it is the
cost a caller paid before the library had a broad phase, measured on the same
machine in the same run, which is the only honest way to read a reduction.

What the numbers say:

- The box fast path is two to seven times cheaper than the general solver, and
  the disjoint case is cheaper still because the proxies' bounds reject it before
  any shape arithmetic runs. 9 to 20 ns is what a tile game actually pays.
- The grid beats the tree by 2.6x on the same population, which is the argument
  for the default measured here rather than cited from another engine. The tree
  also rebuilds on every move and that is not in its row, so a moving scene is
  worse than 2.6x.
- A grid `move` that changes nothing is 11.5 ns. That is the incremental claim
  in one number.

Two rows moved on a backend with **no collision world attached**, so no
collision code runs in either, and the commit says so rather than letting the
feature take credit:

- akgl_Actor grew from 415 to 464 bytes -- a 40-byte shape, an override flag and
  a proxy pointer. The step sweeps the whole pool, so that is about 3 KB more
  working set per frame. The empty-pool row is unchanged at 58.7 ns, which is
  what identifies the cost as per live actor rather than per slot.
- Reaching the collision check through CATCH cost more than the check. PASS and
  CATCH call akerr_valid_error_address, which walks AKERR_ARRAY_ERROR, so an
  early-returning function is not free when it is reached through one. The
  no-collision path now routes around the machinery entirely, which took the
  64-actor sweep from 2,018.7 ns back to 1,588.5. AGENTS.md records that lesson
  for writing benchmarks; this is the same thing in production code.

The remainder is the struct, and it is paid whether or not a game uses
collision.

Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 07:13:53 -04:00

127 lines
7.7 KiB
Markdown

# 01. Introduction
libakgl is a C library for building 2D games on SDL3. This is version **0.7.0**. It ships
156 functions declared across the twenty public headers in `include/akgl/`, plus
`akgl_version()` from the generated `version.h` — 157 exported symbols in
`libakgl.so.0.7`.
It gives you object pools instead of `malloc`, name-based registries instead of pointer
plumbing, a per-frame tick that updates and draws every live actor, JSON asset formats for
sprites and characters, a Tiled map loader, arcade physics, a controller/keyboard input
layer, text, and a three-voice tone synthesizer.
## What it refuses to be
**It is not an engine.** There is no editor, no scene graph, no scripting layer, no asset
pipeline that runs before the compiler, and no runtime that owns your `main`. You write a C
program; libakgl is a library it calls.
The refusals are specific, and each one is a design decision documented in
[Chapter 2](02-design-philosophy.md):
| Not here | Instead |
|---|---|
| Inheritance, RTTI, dynamic dispatch on a type tag | A record of function pointers you populate — `akgl_RenderBackend`, `akgl_PhysicsBackend` |
| Runtime `malloc` | Five statically sized pools with reference counts; `AKGL_ERR_HEAP` when one is full |
| An editor or a project format | Tiled TMJ maps and hand-writable JSON for sprites and characters |
| A scripting layer | C. Behaviour attaches as function pointers on `akgl_Actor` |
| Two worlds at once | Four swappable globals: `akgl_renderer`, `akgl_physics`, `akgl_camera`, `akgl_gamemap` |
The library also does not own your window. `akgl_render_2d_init` creates one for you, and
`akgl_render_2d_bind` is the same job with that half removed, for a host that already has an
`SDL_Renderer` — see [Chapter 8](08-rendering.md).
## What a frame costs
`PERFORMANCE.md` measures a 640x480 game with a full screen of 16-pixel tiles and 64 actors,
software-rasterized. At 60 fps a frame is 16.67 ms:
| Part of the frame | Cost | Share of 16.67 ms |
|---|---:|---:|
| Logic: 64 actor updates + one physics sweep | 0.006 ms | 0.03% |
| Collision over 64 actors, all-pairs, as a control | 0.012 ms | 0.07% |
| Clear + present | 0.023 ms | 0.1% |
| 64 actor renders (48x48 blits) | 0.191 ms | 1.1% |
| 1200 tile blits | 16.26 ms | 97.6% |
| Six lines of HUD text | 0.076 ms | 0.5% |
**libakgl's own per-tile overhead is about 0.03 ms per frame, under 0.2%.** That number is
the gap between `akgl_tilemap_draw` at 16.26 ms and a raw `SDL_RenderTexture` loop issuing
the same 1200 blits from the same scattered source tiles at 16.23 ms. It covers the bounds
arithmetic, the tileset scan, the offset-table lookup, the backend indirection and the error
macros.
It does not cover the pixels, and the pixels are the frame. It does not tell you what
libakgl costs on a GPU backend, where the blits get cheap and libakgl's share of a much
shorter frame rises — `PERFORMANCE.md` says so explicitly and is the reason the
per-operation numbers there matter more than these totals. And it is one laptop, one build
type, one afternoon: treat the absolute numbers as that machine's and the ratios as the
library's.
## What is not implemented
Named here rather than discovered later. Each gets a callout in the chapter where you would
hit it, and an entry in `TODO.md`.
| Gap | Behaviour today | Chapter |
|---|---|---|
| Collision response | `akgl_physics_arcade_collide` raises `AKERR_API`, and `akgl_physics_simulate` never calls `collide` at all. An actor walks through a wall | [14](14-physics.md) |
| Terminal velocity | Gravity accumulates into `ey` unbounded. `physics.drag.y` is the only brake | [14](14-physics.md) |
| Friction / deceleration | Releasing a direction zeroes thrust and stops the actor dead. Right for Zelda, wrong for Mario | [14](14-physics.md) |
| Savegames | `akgl_game_save` writes the name tables but not the objects, so a file is not yet enough to restore a session | [07](07-the-game-and-the-frame.md) |
| Mesh drawing | `akgl_render_2d_draw_mesh` raises `AKERR_API`; the hook is reserved for a 3D backend | [08](08-rendering.md) |
| A text cache | Every `akgl_text_rendertextat` rasterizes, uploads, blits and destroys | [16](16-text-and-fonts.md) |
## Who owns which documentation
**This manual documents libakgl. It does not re-document its dependencies.** Every project
below is documented by the people who own its code, and a paraphrase here would be wrong the
day one of them changes without anything in this repository noticing. So each chapter
answers two questions — what does libakgl add or constrain here, and what does a libakgl
caller actually write — and links out for the rest.
| Topic | Owned by | What this manual owes you |
|---|---|---|
| `ATTEMPT`/`CLEANUP`/`PROCESS`/`HANDLE`/`FINISH`, `PASS`, `CATCH`, `IGNORE` | libakerror (`deps/libakerror`) | Which statuses libakgl raises and what they mean here — [Chapter 4](04-errors.md) |
| `aksl_strncpy`, `aksl_fclose`, `aksl_fgetc`, `aksl_snprintf` | libakstdlib (`deps/libakstdlib`) | Which ones libakgl requires you to use, and why |
| `SDL_Renderer`, `SDL_Texture`, events, `SDL_PropertiesID` | [SDL3](https://wiki.libsdl.org/SDL3/) | The backend vtable, the frame contract, what libakgl does to the renderer's state |
| Image decoding | [SDL3_image](https://wiki.libsdl.org/SDL3_image/) | Which formats reach a spritesheet, and when they are decoded |
| Audio decoding, `MIX_Audio`, mixers and tracks | [SDL3_mixer](https://wiki.libsdl.org/SDL3_mixer/) | `akgl_load_start_bgm` and the track table — [Chapter 17](17-audio.md) |
| TTF rasterizing and metrics | [SDL3_ttf](https://wiki.libsdl.org/SDL3_ttf/) | The font registry, the teardown ordering trap, the per-call cost — [Chapter 16](16-text-and-fonts.md) |
| `json_t`, `json_decref`, the parser | [jansson](https://jansson.readthedocs.io/) | `akgl_get_json_*` status semantics and the borrowed-reference rule — [Chapter 18](18-utilities.md) |
| The TMJ map format, layers, tilesets, custom properties | [Tiled](https://doc.mapeditor.org/en/stable/reference/json-map-format/) | libakgl's extensions and limits — [Chapter 13](13-tilemaps.md) |
The three-voice synthesizer in [Chapter 17](17-audio.md) is the one audio subsystem that is
libakgl's own, and it is documented here in full. It has nothing to do with SDL3_mixer.
## Where the per-function reference lives
This manual is narrative. It teaches a task and links to the generated Doxygen for
signatures, parameters and per-function `@throws` lists:
```sh norun
doxygen Doxyfile
```
Every header already carries a substantial `@file` block explaining its subsystem's design
rationale, and `Doxyfile` sets `WARN_IF_UNDOCUMENTED = YES` with
`WARN_AS_ERROR = FAIL_ON_WARNINGS`, so an undocumented symbol fails CI. The gap these
chapters fill is navigation and worked examples, not reference text. **They deliberately do
not restate the 156 signatures** — a hand-copied signature table is exactly the artifact
that drifts, and it would compete with a reference that CI already keeps honest.
Where a chapter genuinely needs a declaration or a constant table in front of you, it uses
an `excerpt=` block whose contents are checked against the header on every test run. The
text you read *is* the header.
## Reading order
[Chapter 4](04-errors.md) comes before every subsystem chapter, because all 156 functions
return `akerr_ErrorContext AKERR_NOIGNORE *` and you cannot read a single example until you
can read that return value. After that, [Chapter 3](03-getting-started.md) gets a window on
the screen, and the subsystem chapters can be read in any order.
If you would rather start by building something, the two tutorials —
[Chapter 19](19-tutorial-sidescroller.md) and [Chapter 20](20-tutorial-jrpg.md) — are
complete programs under `examples/`, built by default and smoke-run in CI.