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= "roxlap-core"
= true
= true
= true
= true
= true
= true
= true
= "Pure-Rust port of Ken Silverman's Voxlap voxel engine — engine core."
= "https://docs.rs/roxlap-core"
= ["voxlap", "voxel", "renderer", "raycaster", "engine"]
= ["game-development", "graphics", "rendering::engine"]
[]
# R6: meltsphere builds Kv6 sprites from world voxel data; the Kv6
# type lives in the formats crate alongside the parser/serialiser.
# Path used during local development; version is what cargo publish
# records for downstream resolution.
= { = "../roxlap-formats", = "0.1" }
# R12.2.1: rayon's par_iter for the per-strip / per-row / per-sprite
# parallel rendering paths. Single-threaded callers
# (`ScratchPool::new`) skip the parallel branch entirely; rayon's
# default thread pool only warms up when the parallel branch fires.
#
# R10.X.2: rayon now works on wasm32 too via wasm-bindgen-rayon's
# Web-Worker-backed thread pool — the host crate (`roxlap-web` or
# `roxlap-cave-web`) re-exports `wasm_bindgen_rayon::init_thread_pool`
# so JS can `await initThreadPool(N)` before any rayon-using code
# runs. Builds need `-Z build-std` (nightly) +
# `-Ctarget-feature=+atomics,+bulk-memory,+mutable-globals` —
# see `.cargo/config.toml` and `rust-toolchain.toml` for the
# pinned setup.
= { = true }
[]
# R6.0e: integration test loads the gzipped oracle.vxl fixture and
# compares roxlap's meltsphere output against the byte-dumped C
# oracle sprites in tests/fixtures/.
= { = "1", = false, = ["rust_backend"] }
[]
= true