Developer console

Something that was long overdue… the new developer console of AnKi. It can execute LUA scripts and view the log. More importantly, it’s bound to the tilde key (~) like all consoles should. Built using Dear ImGui.

Porting AnKi to Vulkan part 2

In my Porting AnKi to Vulkan post I went into detail describing how AnKi’s interfaces changed to accommodate the Vulkan backend and how this backend looked like. Eight months have passed since then and a few things changed mainly towards greater flexibility. This post describes what are the differences with the older interfaces, how is the performance currently and what new extensions AnKi is using now.

Continue reading “Porting AnKi to Vulkan part 2”

Squashing bugs in AnKi

There are some universally accepted truths in software and one of those truths is that all software has bugs. Some people are more careful than others but nobody is perfect and nobody can write 100% bug free code. Another truth is that hunting bugs is rarely a fun job. It shifts the focus and sometimes it forces a mental context switch (graphics guys know that context switches can be slow). I always considered AnKi as a playground. A codebase where I can experiment, learn and have fun. Since the inception of AnKi I knew that bugs and debugging in general will spoil that fun so I had to find a way to have a robust codebase so I can focus on the fun parts. I think to some degree I’ve managed to avoid the endless pains of debugging by using the tricks I’ll describe in the following lines.

The first and, in my opinion, the most powerful tool against bugs is the almighty assertions. AnKi has a ton of assertions. To put it into perspective, there are 852 assertions throughout the code and it’s roughly 1 assertion every 84.8 lines of code. Some subsystems like util (AnKi’s equivalent of STL) have to be extremely robust so this particular subsystem has 1 assertion every 37 lines of code. In practice AnKi almost never segfaults when assertions are enabled. In the majority of cases an assertion is triggered and finding out what’s wrong is a mater of minutes.

Another thing I’ve tried early on and improved over the years is based on the idea that the commonly used subsystems have to be as robust as possible. One of these subsystems is util (contains a list, something like std::vector, hashmap, memory management, strings and other). Util is a widely used subsystem and it’s extremely important to be reliable. As I mentioned earlier, util is rigged with assertions. On top of that there are quite a few unit and performance tests. So unit tests is another weapon against bugs. In AnKi’s case unit testing is not that excessive but they cover some commonly used cases.

AnKi loves wrappers. To protect against common mistakes there are some wrappers that have debug capabilities. One example is anki::Array (something like std::array). anki::Array wraps constant size arrays and it asserts on out of bounds access (unlike std::array). Also, there is SArray that is constructed using a pointer to some memory and a size. SArray will also assert on out of bounds assess. These wrappers, and more, ensure that stupid mistakes will be caught.

The last weapon is the excellent valgrind and more precisely valgrind’s memcheck tool. Once and a white I run a demo on top of valgrind just to make sure that everything is in order. There were some occasions where all of the above methods failed but valgrind found the culprit. Unfortunately in complex workloads valgrind can be quite slow.

Of course C++ bugs are not the only source of bugs. Half of the bugs in AnKi are graphical glitches and rendering problems. Graphics related bugs heavily depend on the GPU and the driver and debugging those can be painful. Spending a whole week debugging can be kind of painful. There are some tools that help graphics related problems but those will not be covered by this article.

To sum up, what worked for AnKi is tons of assertions, robust core subsystems, some unit testing and quality code.

That’s all for now.

Download the first AnKi demo: Hundreds of lights

After some years of development I am happy to present the first AnKi 3D engine demo. The demo is in alpha state and it’s very rough around the edges so please bare with me and report any problems found in the project’s google code page or use the emails in the contact page. Also note that at the moment it only runs and compiles in Linux.

And here is download link: https://anki-3d-engine.googlecode.com/files/anki_hundreds_lights_demo.tar.gz

To run the demo navigate to the directory that contains the demo64 binary and run that binary. The source is also included in case you want to build everything yourselves. Read the txt files in the directory for more info.

Some points on the tech behind the demo:

  • Its been using using the new tile based deferred renderer.
  • You can visualize more than 100 lights at the same time.
  • You can see al the the shadows of the spot lights.
  • It features post processing effects like HDR, SSAO, color correction, sharpen filter and other.
  • Taking advantage of multi-core CPUs.

What you will need to run the demo:

  • A Linux powered box. Ubuntu 12.04 and beyond it’s supposed to work.
  • The Linux box should be 64bit.
  • A modern GPU and driver that supports OpenGL 3.3 core profile. nVidia with proprietary drivers is supposed to work.

Controls:

  • ESC will quit the demo.
  • wasd moves the camera forward/back and left/right.
  • z moves the camera up.
  • space moves it down.
  • q and e roll the camera.
  • F1 will show the debug meshes.

Credits:

  • The building is “sponza” by Crytek.
  • The horse model is from Endre Barath (http://etyekfilm.hu).

Any feedback is appreciated. Enjoy!