A high-performance 2D game engine built on the euv framework, featuring ECS, fixed-timestep game loop, canvas rendering, physics, collision detection, sprite animation, and audio.
/// The trait that game implementations must fulfill to receive
/// fixed-timestep update and interpolated render callbacks from the scheduler.
pubtraitTickHandler{/// Called at a fixed interval defined by `SchedulerConfig::fixed_timestep`.
////// All game logic, physics, and state mutations should happen here.
////// # Arguments
////// - `f64` - The fixed delta time in seconds.
fnon_update(&mutself, delta_time:f64);/// Called once per animation frame after all accumulated updates have been processed.
////// The interpolation factor represents how far between fixed updates the current
/// frame is, allowing smooth rendering at variable frame rates.
////// # Arguments
////// - `f64` - The interpolation factor in the range 0.0 to 1.0.
fnon_render(&mutself, interpolation:f64);}