Resource management
UI scaling is important, so read the docs for this module if you don’t want to be confused.
Engine is container for all subsystems (renderer, ui, sound, resource manager). It also
creates a window and an OpenGL context.
The
Event
enum and assorted supporting types.
Fx Hash
Animation allows you to change properties of arbitrary objects at runtime using a set of key frames.
See
Animation
docs for more info.
Graph utilities and common algorithms.
Extendable, retained mode, graphics API agnostic UI library with lots (35+) of built-in widgets, HiDPI support,
rich layout system and many more.
Types related to the keyboard.
A macro for declaring lazily evaluated statics.
Material is a set of parameters for a shader. This module contains everything related to materials.
Types useful for interacting with a user’s monitors.
Contains traits with platform-specific methods in them.
Everything related to plugins. See
Plugin
docs for more info.
Utilities for random number generation
Interoperability library for Rust Windowing applications.
Renderer is a “workhorse” of the engine, it draws scenes (both 3D and 2D), user interface,
debug geometry and has an ability to add user-defined render passes. Current renderer
implementation is not very flexible, but should cover 95% of use cases.
Everything related to resources.
Contains all structures and methods to create and manage 3D scenes.
Script is used to add custom logic to scene nodes. See
ScriptTrait for more info.
Texture Block Compression
Utilities module provides set of commonly used algorithms.
Crate walkdir
provides an efficient and cross platform implementation
of recursive directory traversal. Several options are exposed to control
iteration, such as whether to follow symbolic links (default off), limit the
maximum number of simultaneous open file descriptors and the ability to
efficiently skip descending into directories.
The
Window
struct and associated types.