Skip to main content Crate blitzkit Copy item path Source camera Where the scene is looked at from, and the matrices that follow. collision Shapes that can touch, and the one piece of movement the engine provides. contact Contact shadows: the first fraction of a unit, where a shadow map cannot
reach. See specs/0029-contact-shadows.md. geometry The 2D half: coloured quads a game pushes each frame, and their vertices. keyboard winit’s keys and key states, in the engine’s own terms. lighting The sun, the lamps, the spots, and the shading they produce. mesh 3D geometry: what a mesh is made of, the shapes that ship with the engine,
and the transform that places one in the world. mouse Mouse events, in the engine’s own terms. physics Spheres with mass, bounce, friction and spin. See
specs/0030-sphere-bodies.md. renderer wgpu: the device, the pipelines, and everything drawn through them. shadow Shadow mapping, for all three kinds of light. sound Sound, through rodio, and the listener it is heard from. text A string drawn into a texture, so a word can go on a thing in the world
rather than on the glass in front of it. See specs/0037-a-word-on-a-surface.md. texture Images, from bytes to something a mesh can be drawn with. MAX_DELTA_TIME Longest frame time handed to Game::update. Below 20 fps the game slows down
instead of taking one large step. Game between_frames Empties everything a frame fills, before the frame fills it. clamp_delta_time Caps a frame time at MAX_DELTA_TIME . See specs/0002-frame-timing.md. start