<p align="center">
<img src="images/logo.png" alt="nightshade" width="400">
</p>
# Nightshade
A data-oriented 3D game engine written in Rust. Targets native (Windows, macOS, Linux) and the web via WebGPU. Ships a glTF-first PBR renderer with the full KHR extension set, a freecs-backed ECS, a retained-mode UI, and a browser-playable scene editor.
See the [project README](https://github.com/matthewjberger/nightshade) for screenshots, the live demo, and the project status.
## Getting Started
Use the [nightshade-template](https://github.com/matthewjberger/nightshade-template) to scaffold a new project, or add nightshade to your `Cargo.toml`:
```toml
[dependencies]
nightshade = "0.14.0"
```
### Hello, Nightshade
```rust
use nightshade::prelude::*;
fn main() -> Result<(), Box<dyn std::error::Error>> {
launch(SpinCube::default())
}
#[derive(Default)]
struct SpinCube {
cube: Option<Entity>,
time: f32,
}
impl State for SpinCube {
fn initialize(&mut self, world: &mut World) {
world.resources.graphics.atmosphere = Atmosphere::Nebula;
capture_procedural_atmosphere_ibl(world, Atmosphere::Nebula, 0.0);
let camera = spawn_pan_orbit_camera(
world,
Vec3::zeros(), 5.0, 0.5, 0.3,
"Camera".to_string(),
);
world.resources.active_camera = Some(camera);
spawn_sun(world);
self.cube = Some(spawn_mesh_at(world, "Cube", Vec3::zeros(), Vec3::new(1.0, 1.0, 1.0)));
}
fn run_systems(&mut self, world: &mut World) {
pan_orbit_camera_system(world);
self.time += world.resources.window.timing.delta_time;
if let Some(entity) = self.cube
&& let Some(transform) = world.core.get_local_transform_mut(entity)
{
transform.rotation = nalgebra_glm::quat_angle_axis(self.time, &Vec3::y_axis());
mark_local_transform_dirty(world, entity);
}
}
}
```
## Features
`default = ["engine", "wgpu"]`. Opt in to more with `cargo run --features <name>`.
| `engine` | Default. Runtime + asset loading + scene graph + picking + file dialogs + screenshot |
| `wgpu` | Default. GPU rendering (DX12 / Metal / Vulkan / WebGPU) |
| `full` | `engine` + `wgpu` + `audio` + `physics` + `gamepad` + `navmesh` + `shell` |
| `audio` | Audio playback (kira) |
| `physics` | 3D physics (rapier3d) |
| `gamepad` | Controller input (gilrs) |
| `navmesh` | Runtime navmesh queries |
| `navmesh-bake` | Navmesh baking (rerecast) |
| `shell` | In-game shell commands |
| `gizmos` | Translate / rotate / scale gizmos |
| `debug_render` | Line / shape debug overlays |
| `file_watcher` | Live asset reload (notify) |
| `screenshot` | Capture viewport to PNG |
| `steam` | Steam integration (steamworks) |
| `tracing` | tracing-subscriber logging |
| `tracy` | Tracy profiler integration |
| `chrome` | chrome-trace profiler output |
| `windows-app-icon` | Embed app icon on Windows |
## Browser Support
WebGPU is supported in:
- All chromium-based browsers (Chrome, Edge, Brave, Vivaldi, etc.)
- Firefox 141+
- Safari Technology Preview 18+
## License
Dual-licensed under either of:
- MIT License ([LICENSE-MIT](https://github.com/matthewjberger/nightshade/blob/main/LICENSE-MIT) or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 ([LICENSE-APACHE](https://github.com/matthewjberger/nightshade/blob/main/LICENSE-APACHE) or http://www.apache.org/licenses/LICENSE-2.0)
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in `nightshade` by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.