antler 0.6.13

Antler rendering engine.
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ANTLER

A textureless rendering engine written in Rust.

ANTLER crate

ANTLER documentation minimum rustc 1.47 Build Status

Usage

  1. If you don't already have it install Rust: https://www.rust-lang.org/
  2. Install Antler using: cargo install antler (or without gui: cargo install antler --no-default-features)
  3. Navigate to parent of input directory (example: git clone https://github.com/FreddyWordingham/worlds; cd worlds)
  4. Run: antler-window parameters.json5 (or without live window: antler parameters.json)
  5. Tinker!

Documentation

Binary specific https://freddywordingham.github.io/antler/ Supporting library https://freddywordingham.github.io/arctk/

Pamaters

Example parameters.json5:

{
    tree: { Here: {                                 // Adaptive-tree settings specified here:
        tar_tris: 5,                                // Target num triangles per leaf cell.
        max_depth: 8,                               // (ignore) Maximum tree splitting depth.
        padding: 0.01,                              // (ignore) Fraction to increase leaf cells.
    }},
    sett    : { There: 'sett/standard.json5' },     // Use the sim settings from this file.
    shader  : { There: 'shaders/nice.json5' },      // Use the shader from this file.
    surfs   : { There: 'scenes/path.json5' },       // Thus surfaces in this file.
    attrs   : { There: 'attrs/path.json5' },        // Use the attributes from this file.
    cols    : { There: 'cols/path.json5' },         // Use the colours from this file.
    cam     : { Here: {                             // Camera settings specified here:
        pos     : [-52, 0, 7],                      // Camera observation position.
        tar     : [-4.5, 0, 1.2],                   // Camera target postion.
        lens    : { Perspective: {fov: 60.0} },     // Lens type and parameters.
        aspect  : "Square",                         // Aspect ratio type.
        // ss_power: 3,                             // Optional super sampling. NxN per pixel.
        hr_res  : 400,                              // Number of horizontal pixels.
    }},
    update_size: 400,                               // Pixels per window refresh.
}

Examples

Render both <- space and time -> (+ other metrics distance/surface normals/etc.) More renderings here!