blitzkit 0.9.6

A small 2D and 3D game engine over wgpu: meshes, textures, lighting, shadows, collision, text and sound
Documentation

blitzkit

In which I develop a wrapper around wgpu-rs to create a graphics development engine in rust.

2d and 3d. I've got a few games built on it so far.

Feel free to follow along!

Games built on it

The examples below live in this repo. The games are their own repos.

Examples

Each one has its command below. Pressing escape is how to quit.

rolling, the collision detection. Roll a ball round a walled room with WASD or the arrow keys. It slides along the walls instead of going through them, and settles into corners.

cargo run --release --example rolling

WASD or the arrow keys roll the ball and the camera follows it. Move the mouse to swing the camera around, and scroll to zoom.

A ball on the floor of a walled room, three blocks standing on it, each casting a shadow

stacking, bodies holding each other up. A column of spheres five high and a pyramid of them four rows deep, standing there instead of sinking through each other. The readout is how far the bottom sphere of the column has gone below where it should rest.

cargo run --release --example stacking

Hold the left button on a sphere to wind it up and let go to shove it away from the camera, which is how to knock the column over. It runs to red as it winds, and it comes on late: half a second in it rolls a few units, three quarters of a second and it reaches the edge, and wound right to the end it goes bright red and leaves the frame inside half a second. Aim is taken when you let go, so one can be wound up and then pointed. K pulls the rails out from either side of the pyramid and puts them back, space builds the whole thing again, dragging with the right button turns the camera, and scrolling zooms.

The rails are there because loose spheres will not hold a pyramid up on their own: each ball sitting in a valley shoves the two beneath it apart, and only the floor's grip resists. Pulling them is the quickest way to see it. Four rows slump into two and the pile spreads into a loose mound, while the column at the far end stands there untouched.

Push one off the edge and it is gone for good rather than falling for ever, which is what it did until the readout was found reporting a sphere eight thousand units down.

A column of five spheres and a pyramid of ten between two low rails, standing on a grey floor

cubes, A demonstration of more sophisticated lighting. L takes you through the different modes one at a time. The sun is placed infinitely away so it has a direction with no defined position. There's nothing to draw for it, and turning it off is the only way to see what it was doing. The spots cast down their cones; the lamp casts every way at once.

cargo run --release --example cubes

Same controls, the arrow keys. Using the mouse works as well. Play around.

Four cubes on a dark checkered floor with the sun and the spots switched off, lit by one lamp hanging above them, each cube throwing its shadow off in a different direction away from it

teapot, the Utah teapot, from the points Newell measured off a real one in 1975. Pressing T makes it translucent.

cargo run --release --example teapot

Drag to turn it any way at all, or use the arrows. Press Q and E to roll it. Press T to make it translucent. Scroll to move closer or further. Press R to put it back where it started. And press space to lock the cursor.

The Utah teapot in white, casting a teapot shaped shadow

The same teapot but translucent

klein, a Klein bottle you can spin any way you like. M for the solid surface, T for glass.

cargo run --release --example klein

The same controls as the teapot, plus M to swap the wire mesh for the solid surface.

A Klein bottle drawn as a wire mesh, its neck curving over and back down into its body, casting a lattice shadow on the floor

The same bottle but translucent, the neck visible carrying on down inside the body after it passes through the wall

tunnel, a checkered tunnel that wanders, and rings to fly through.

cargo run --release --example tunnel

Steer with the mouse. It flies itself. It gets faster the further you get, and brushing the wall costs you speed. Press space to lock the cursor. Press R to start over.

Looking down a tunnel of dark and light checks receding to a vanishing point, with a gold ring hanging off centre partway down it

License

MIT or Apache-2.0, whichever suits you.

The font, Press Start 2P, isn't mine. It's under the SIL Open Font License 1.1, and that license travels with it in res/fonts/OFL.txt.


I asked AI to draft this for me. I've edited it. Any surviving AI smells are my oversight.

sierpinski, If you know, you know.

cargo run --release --example sierpinski

A Sierpinski tetrahedron at depth four, its shadow on the floor carrying the same holes

menger, Another fractal example.

cargo run --release --example menger

A Menger sponge at depth three, passages going right through it, a square hole in its shadow

hilbert, I didn't know what this was until I got into this space of weird 3d geometries. I just think it's neat.

cargo run --release --example hilbert

A Hilbert curve of order three drawn as a tube, winding through a cube without touching itself