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Exercises
Welcome to the Arcan Developer Exercises!
These are a series of exercises that intend to help you get perspective as to what Arcan can be used for and how to interpret documentation and debugging tools, how visualization problems can be broken down and approached, and as a means of incrementally get an idea of how the engine works internally.
The exercises have been grouped into three categories, based on their perceived difficulty (i.e. beginner, intermediate, advanced), with an additional 'low level' category for those that already are proficient but want to build more advanced systems or interoperate with the engine on lower levels.
Most exercises can be approached from two perspectives:
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'Curious', developer that has a graphical application in mind.
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'Engine Internals', developer that is interested in how the engine works.
For the curious developer, all you need is a working Arcan installation and a text-editor. For engine internals, being comfortable with C and associated developer tools is necessary. It might also be useful to have access to a minimalistic tracer, e.g. APITrace.
For the engine internals angle, the added dimensions is to breakpoint and trace through from the corresponding entry-points in the engine source - see which subsystems they map to and so on.
Note that the exercises marked Low Level only target those interested in engine internals and lower system level work (e.g. how to interact with the engine by writing custom sources and sinks etc). It will require access to a deeper programming environment outside of Arcan itself.
The sets are still woefully incomplete so a lot of pages are missing, as they are written during short downtime periods. They will also be expended as features and new idioms are accumulated in the engine over time.
Check the tests/exercises in the main codebase to cheat on solving the different extercises.
The first exercise set introduces you to loading and displaying images, text and single- coloured regions, along with first level debugging tools.
The second exercise set introduces you to transformation chains: scaling, rotation, blending and how they interact with interpolation.
Exercise 3: Getting Control and keeping Time
The third exercise set takes care of the necessary evil behind getting access to input devices and the timing sources available.
The fourth exercise set works through how video objects can be connected to each-other and which rules and caveats that apply.
The fifth exercise set goes into how objects can share backing store with each other as a means for saving memory and making drawing more cache friendly.
The sixth exercise set goes into object picking.
The seventh exercise set takes you into the first round of attaching external dynamic data sources and sinks.
Exercise 8: Can you Hear that?
The eigth exercise set works on basic audio controls and playback.
Exercise 1: Target for rendering
Now the gloves are coming off as the basics are in place. The first intermediate exercise set is that of rendertargets.
Exercise 2: 50 Shaders of Grey
The second exercise set brings up the deep topic of 'shaders', GPU accelerated processing.
The third exercise set dives deeper into the the frameservers concept.
The fourth exercise set gets into how 'connection points' can serve as an alternate way of hooking up clients.
Exercise 5: Sampling and Filtering
The fourth exercise set dives into image quality controls.
Exercise 6: Stacked, Know your Limits
The fifth exercise set is about the context stack, and how it relates to resource management.
Exercise 7: The third Dimensions
The sixth exercise set looks at the basic set of engine features that can be used for rendering 3D scenes.
Exercise 7: A record for future generations
The seventh exercise set returns to the frameserver concept and shows how recordtargets are used for reading back.
Exercise 8: Debugging tools and Crash Recovery
The eight exercise set digs into built-in scripts, engine features etc. useful to discover problems.
This ninth exercise set continues the frameserver track by introducing the terminal/CLI.
The first advanced exercise set looks into how frameserver connections are made, special controls and the difference between authoritative and non-authoritative connections.
The third exercise set expands on the frameserver idea, and covers how additional segments can be requested and (rejected or pushed) to an existing frameserver, and what this is used for.
The fourth exercise set covers frameserver state-management, what events to look out for and how state can be explicitly pushed between frameservers.
The fifth exercise set covers the special LWA (lightweight-) Arcan build where Arcan can be used as an application engine and as a display server.
The sixth exercise set digs into other special forms of rendertargets, such as calctargets and nulltargets.
Exercise 6: Display Management
The seventh exercise set covers low level display management controls.
The eight exercise set goes into building networked applications and using the supporting networking tools.
The second exercise set looks how an odd but potent combination of engine features can be used to compare frameserver data against older iterations of itself.
The nineth exercise set goes into external text user interfaces using the Lua bindings for the TUI API.
This exercise set takes us into setting up, writing and attaching external text clients using the C TUI API.
The low level excursion starts by dipping into writing your own external clients that can connect, draw and respond to inputs.
This set expands on the set of possible ingoing and outgoing events.
Exercise 4: A segmented future
This adds support for multiple outputs both by volition and by force.
Exercise 5: Accelerating SHMIF
This expands a shmif context into using OpenGL, as well as re-using the 'AGP' layer from the arcan engine for lighter 3D graphics.
This detracts from using arcan as a host for shmif clients and instead writes a server of your own.