Skip to main contentCrate blitzkit
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.
- 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