L30 — Entities & spawn table
Goal
Stop hard-coding objects in random variables. Use a spawn table and an entity array.
In plain English
typedef struct {
EntType type;
fm_vec3_t pos;
bool alive;
...
} Entity;
const Spawn SPAWNS[] = { {ENT_SHARD, 3,0.7,1.5}, ... };Gameplay and drawing both iterate entities. Later, Blender empties can fill the same table.
What you will see
make -C lessons/l30-entitiesPlayer, shards, and a platform all come from SPAWNS[].
Draw still uses one matrix push/pop per entity (and t3d_skeleton_use for the player). Scales match L26/L28 (island ~0.032, snake ~0.02, starshard ~0.02).
Camera: move relative to the lagged eye (what you see), not player yaw. camYaw is C-orbit only. Soft bounds are a box, not a radial cylinder (radial walls skate the rim and look like the camera is spinning). Snake model uses -yaw. FILTERS_RESAMPLE + opaque clear.
Full lesson source
The blocks below are imported from the real repository files at build time (VitePress <<< snippets). They are not hand-copied into this markdown.
lessons/l30-entities/Makefile · lessons/l30-entities/src/main.c
lessons/l30-entities/Makefile
ROMNAME := l30_ent
ROM_TITLE := "L30 Entities"
USE_T3D := 1
include ../../common/lesson.mklessons/l30-entities/src/main.c
/**
* L30 — Entities & spawn table
* ============================================================================
*
* LEARNING GOAL
* -------------
* Stop scattering globals like "shard1_x", "shard2_x".
* Instead:
* const Spawn SPAWNS[] = { {type, x,y,z}, ... };
* Entity ents[MAX]; filled from SPAWNS at boot
* each frame: update all ents, draw all alive ents
*
* Camera/move: free camYaw, move from lagged eye, box soft-wall, snake -yaw.
* Later you can fill SPAWNS from Blender empties or a JSON/CSV export.
*
* Entity types here: PLAYER, SHARD, PLATFORM
* DOCS: docs/guide/m4/l30-entities.md
*/
#include <libdragon.h>
#include <t3d/t3d.h>
#include <t3d/t3dmodel.h>
#include <t3d/t3dskeleton.h>
#include <t3d/t3danim.h>
#include <stdio.h>
#include "ng_game.h"
#define FB_COUNT 3
#define MAX_ENT 16
typedef enum {
ENT_PLAYER = 0,
ENT_SHARD,
ENT_PLATFORM,
} EntType;
typedef struct {
EntType type;
fm_vec3_t pos;
float yaw;
bool alive;
T3DMat4FP *mat; /* uncached, one slot (or buffered for player) */
} Entity;
typedef struct {
EntType type;
float x, y, z;
} Spawn;
static const Spawn SPAWNS[] = {
{ ENT_PLAYER, 0.f, 0.15f, 0.f },
{ ENT_SHARD, 3.2f, 0.7f, 1.5f },
{ ENT_SHARD, -3.f, 0.7f, 2.5f },
{ ENT_SHARD, 0.5f, 0.7f, -3.2f },
{ ENT_PLATFORM, 4.f, 0.3f, -2.f },
};
#define SPAWN_COUNT (sizeof(SPAWNS) / sizeof(SPAWNS[0]))
static float dist_xz(fm_vec3_t a, fm_vec3_t b)
{
float dx = a.v[0] - b.v[0], dz = a.v[2] - b.v[2];
return sqrtf(dx * dx + dz * dz);
}
int main(void)
{
debug_init_isviewer();
debug_init_usblog();
asset_init_compression(2);
dfs_init(DFS_DEFAULT_LOCATION);
/* FILTERS_RESAMPLE only — avoid RESAMPLE_ANTIALIAS (1px top-edge flicker). */
display_init(RESOLUTION_320x240, DEPTH_16_BPP, FB_COUNT, GAMMA_NONE,
FILTERS_RESAMPLE);
rdpq_init();
joypad_init();
rdpq_text_register_font(1, rdpq_font_load_builtin(FONT_BUILTIN_DEBUG_VAR));
t3d_init((T3DInitParams){});
T3DViewport viewport = t3d_viewport_create_buffered(FB_COUNT);
T3DMat4FP *islandMat = malloc_uncached(sizeof(T3DMat4FP));
t3d_mat4fp_from_srt_euler(islandMat,
(float[3]){ 0.032f, 0.032f, 0.032f }, (float[3]){ 0, 0, 0 }, (float[3]){ 0, 0, 0 });
T3DModel *mdlIsland = t3d_model_load("rom:/island.t3dm");
T3DModel *mdlPlayer = t3d_model_load("rom:/player_anim.t3dm");
T3DModel *mdlShard = t3d_model_load("rom:/starshard.t3dm");
T3DModel *mdlPlat = t3d_model_load("rom:/platform.t3dm");
T3DSkeleton skel = t3d_skeleton_create_buffered(mdlPlayer, FB_COUNT);
T3DSkeleton skelBlend = t3d_skeleton_clone(&skel, false);
T3DAnim animIdle = t3d_anim_create(mdlPlayer, "Snake_Idle");
T3DAnim animWalk = t3d_anim_create(mdlPlayer, "Snake_Walk");
t3d_anim_attach(&animIdle, &skel);
t3d_anim_attach(&animWalk, &skelBlend);
Entity ents[MAX_ENT];
int entCount = 0;
int playerIdx = 0;
T3DMat4FP *playerMats = malloc_uncached(sizeof(T3DMat4FP) * FB_COUNT);
for (int i = 0; i < (int)SPAWN_COUNT; i++) {
Entity *e = &ents[entCount++];
e->type = SPAWNS[i].type;
e->pos = (fm_vec3_t){{ SPAWNS[i].x, SPAWNS[i].y, SPAWNS[i].z }};
e->yaw = 0.f;
e->alive = true;
if (e->type == ENT_PLAYER) {
playerIdx = entCount - 1;
e->mat = playerMats; /* special: buffered */
} else {
e->mat = malloc_uncached(sizeof(T3DMat4FP));
}
}
float camYaw = 0.f; /* camera yaw; not player facing */
fm_vec3_t eye = {{ 0, 8, 14 }};
fm_vec3_t look = {{ 0, 1, 0 }};
float last = ng_time_s();
int frame = 0;
int collected = 0;
float t = 0.f;
char line[80];
uint8_t amb[4] = { 85, 90, 105, 255 };
uint8_t dirC[4] = { 255, 225, 200, 255 };
fm_vec3_t ldir = {{ 0.35f, 1.f, 0.2f }};
fm_vec3_norm(&ldir, &ldir);
for (;;) {
joypad_poll();
joypad_inputs_t in = joypad_get_inputs(JOYPAD_PORT_1);
float dt = ng_time_s() - last;
last = ng_time_s();
if (dt < 0.f) {
dt = 0.f;
}
if (dt > 0.1f) {
dt = 0.1f;
}
frame = (frame + 1) % FB_COUNT;
t += dt;
Entity *pl = &ents[playerIdx];
/* C-buttons only change *desired* camera yaw — never player facing. */
if (in.btn.c_left) {
camYaw -= 1.2f * dt;
}
if (in.btn.c_right) {
camYaw += 1.2f * dt;
}
float sx = (float)ng_dz(in.stick_x) / 80.f;
float sy = (float)ng_dz(in.stick_y) / 80.f;
float speed = sqrtf(sx * sx + sy * sy);
if (speed > 1.f) {
sx /= speed;
sy /= speed;
speed = 1.f;
}
/*
* Move relative to the *actual* camera (lagged eye → player), not camYaw
* and not player yaw. Stick-up always matches what's on screen.
* (Using player yaw for the move basis causes continuous spin.)
*/
float edx = eye.v[0] - pl->pos.v[0];
float edz = eye.v[2] - pl->pos.v[2];
float elen = sqrtf(edx * edx + edz * edz);
float c, s;
if (elen > 0.001f) {
float backNow = atan2f(edx, edz);
c = fm_cosf(backNow);
s = fm_sinf(backNow);
} else {
c = fm_cosf(camYaw);
s = fm_sinf(camYaw);
}
float mx = sx * c - sy * s;
float mz = -sx * s - sy * c;
float blend = 0.f;
if (speed > 0.15f) {
pl->pos.v[0] += mx * 7.5f * dt;
pl->pos.v[2] += mz * 7.5f * dt;
pl->yaw = ng_lerp_angle(pl->yaw, atan2f(mx, mz), 0.22f);
blend = speed;
}
/* Box soft-wall (not radial) — radial clamp skates you around the rim. */
pl->pos.v[0] = ng_clamp(pl->pos.v[0], -5.5f, 5.5f);
pl->pos.v[2] = ng_clamp(pl->pos.v[2], -5.5f, 5.5f);
for (int i = 0; i < entCount; i++) {
Entity *e = &ents[i];
if (!e->alive || e->type != ENT_SHARD) {
continue;
}
if (dist_xz(pl->pos, e->pos) < 1.1f) {
e->alive = false;
collected++;
}
}
t3d_anim_update(&animIdle, dt);
t3d_anim_set_speed(&animWalk, 0.2f + blend);
t3d_anim_update(&animWalk, dt);
t3d_skeleton_blend(&skel, &skel, &skelBlend, blend);
t3d_skeleton_update(&skel);
float back = camYaw; /* camera sits on camYaw, not player yaw */
fm_vec3_t eyeWant = {{
pl->pos.v[0] + fm_sinf(back) * 12.f, pl->pos.v[1] + 6.5f,
pl->pos.v[2] + fm_cosf(back) * 12.f,
}};
fm_vec3_t lookWant = {{ pl->pos.v[0], pl->pos.v[1] + 1.3f, pl->pos.v[2] }};
float lag = ng_clamp(10.f * dt, 0.08f, 0.4f);
for (int k = 0; k < 3; k++) {
eye.v[k] = ng_lerp(eye.v[k], eyeWant.v[k], lag);
look.v[k] = ng_lerp(look.v[k], lookWant.v[k], lag);
}
t3d_viewport_set_projection(&viewport, T3D_DEG_TO_RAD(58.f), 1.f, 200.f);
t3d_viewport_look_at(&viewport, &eye, &look, &(fm_vec3_t){{ 0, 1, 0 }});
/* Build matrices from entities */
for (int i = 0; i < entCount; i++) {
Entity *e = &ents[i];
if (!e->alive) {
continue;
}
if (e->type == ENT_PLAYER) {
t3d_mat4fp_from_srt_euler(&playerMats[frame],
(float[3]){ 0.02f, 0.02f, 0.02f },
(float[3]){ 0.f, -e->yaw, 0.f },
(float[3]){ e->pos.v[0], e->pos.v[1], e->pos.v[2] });
} else if (e->type == ENT_SHARD) {
float bob = fm_sinf(t * 3.f + i) * 0.12f;
t3d_mat4fp_from_srt_euler(e->mat,
(float[3]){ 0.02f, 0.02f, 0.02f },
(float[3]){ 0, t + i, 0 },
(float[3]){ e->pos.v[0], e->pos.v[1] + bob, e->pos.v[2] });
} else if (e->type == ENT_PLATFORM) {
t3d_mat4fp_from_srt_euler(e->mat,
(float[3]){ 0.45f, 0.45f, 0.45f },
(float[3]){ 0, 0, 0 },
(float[3]){ e->pos.v[0], e->pos.v[1], e->pos.v[2] });
}
}
rdpq_attach(display_get(), display_get_zbuf());
t3d_frame_start();
t3d_viewport_attach(&viewport);
t3d_screen_clear_color(RGBA32(30, 55, 95, 0xFF));
t3d_screen_clear_depth();
t3d_light_set_ambient(amb);
t3d_light_set_directional(0, dirC, &ldir);
t3d_light_set_count(1);
/* PUSH/POP per object so each model composes with the camera matrix
* that viewport_attach placed on the stack (matrix_set would overwrite
* it → blank mesh). */
t3d_matrix_push(islandMat);
if (mdlIsland) {
t3d_model_draw(mdlIsland);
}
t3d_matrix_pop(1);
for (int i = 0; i < entCount; i++) {
Entity *e = &ents[i];
if (!e->alive) {
continue;
}
if (e->type == ENT_PLAYER) {
t3d_skeleton_use(&skel);
t3d_matrix_push(&playerMats[frame]);
t3d_model_draw_skinned(mdlPlayer, &skel);
t3d_matrix_pop(1);
} else if (e->type == ENT_SHARD) {
t3d_matrix_push(e->mat);
if (mdlShard) {
t3d_model_draw(mdlShard);
}
t3d_matrix_pop(1);
} else if (e->type == ENT_PLATFORM) {
t3d_matrix_push(e->mat);
if (mdlPlat) {
t3d_model_draw(mdlPlat);
}
t3d_matrix_pop(1);
}
}
rdpq_set_mode_standard();
rdpq_text_print(NULL, 1, 10, 12, "L30 — Entity spawn table");
snprintf(line, sizeof(line), "ents=%d shards=%d (from SPAWNS[])", entCount, collected);
rdpq_text_print(NULL, 1, 10, 28, line);
rdpq_detach_show();
}
}