Skip to main content Crate codecraft Copy item path Source pub use audio::Effect ;pub use audio::LoopHandle ;pub use audio::Voice ;pub use dev::DevMode ;pub use gpu::Frame ;pub use gpu::FrameError ;pub use gpu::GpuContext ;pub use input::Keys ;pub use material::Material ;pub use render3d::MeshId ;pub use render3d::MeshInstance ;pub use render3d::Model ;pub use render3d::Transform ;pub use scene::Scene ;pub use scene::SceneCommands ;pub use scene::SceneEntity ;pub use sceneobjects::cameras::Follow ;pub use sceneobjects::cameras::Camera ;pub use sceneobjects::cameras::OrbitCamera ;pub use sceneobjects::cameras::Projection ;pub use sceneobjects::cameras::Ray ;pub use sceneobjects::lights::Ambient ;pub use sceneobjects::lights::Light ;pub use sceneobjects::lights::LightShape ;pub use sceneobjects::lights::LocalLight ;pub use sceneobjects::lights::Suns ;pub use sceneobjects::Category ;pub use sceneobjects::SceneObject ;pub use state::App ;pub use state::AppState ;pub use time::Time ;pub use views::View ;pub use views::Views ;pub use glam ;audio Sound: recorded clips, synthesised effects, and loops that run until told to stop. capture Taking a picture of the frame that was just drawn. clustered The cluster grid: which lights reach which part of the frustum (forward+).
See clustered.wgsl for the culling geometry. code A 3D map of a folder: its folders and files as nested boxes, and inside any Rust file its
symbols, with crates and their dependencies picked out when the folder is a Cargo workspace. control A small loopback command port (screenshots, keys, pointer) so the running
game can be driven from outside; on only when RENDERER_CONTROL_PORT is set. dev Dev mode: the F12 switch, its badge and menu, and the F9/F10/F11 keys. ecs Minimal App/Plugin scaffolding on top of bevy_ecs. gizmos Gizmos: the ground Grid and light markers, drawn as scene entities to
help you see where you are. gpu helpers hid Game controllers as ECS resources, plus an on-screen readout. input Keyboard state, published into the ECS world each frame. logging Logging that outlives the terminal it was printed in. material How a surface answers light. materials Material models. mesh Loading meshes out of a .glb (binary glTF) by node name. prelude primitives Procedural meshes (box, sphere, extrusion) that build the same MeshData the loader produces.
Each shape is a component: spawn it with crate::AppState::spawn_entity and the app
gives the entity a mesh, uploaded once per distinct size and shared. render3d Drawing loaded meshes: a camera, a mesh library, and one instanced draw
call per mesh. scene sceneobjects What a scene contains, as the tools see it: one module per kind of object,
each owning its data, components, systems and the SceneObject it hands out. state time Frame timing, published into the ECS world and readable from scenes. tonemap The tonemap pass: fits the HDR image into what the display can show; see tonemap.wgsl for the curve. ui The UI: yakui , drawn immediate-mode every frame by whoever has
something to show, on the main thread. views Which parts of the frame the world is drawn into, and from where: a view is
a rectangle plus a camera, and the renderer draws the world once per view. KeyCode Code representing the location of a physical key