rustbatch 0.1.1

purely game dewelopment crate that offers simple but powerfull 2D rendering and lot more
Documentation
rustbatch-0.1.1 has been yanked.

In order to get the crate running, you have to copy msvc folder and build.rs from crates repository and place it into root of your project.

RustBatch

This crate provides some performant tools for building big 2D games that deals with huge amount of entities. So far crate contains:

  • OpenGl abstraction based around batching.
  • Collision scanner that provides fast collision detection for couple thousand entities
  • Multithreaded pathfinder that has no problems ewen with 1000 X 1000 tile-maps
  • Math module that contains structs like Matrix, Vector or Rectangle
  • Custom per-batch vertex and fragment shader also supported
  • Sprite packing so you can take advantage of batching as match as you can

Warming

Important thing to note is that some functions from render module are calling functions and using enums from gl crate. Functions has to be loaded first witch you achieve by creating window.

Example

extern crate rustbatch;

use rustbatch::{sdl2, image, gl};
use rustbatch::debug::FPS;
use rustbatch::{Window, Texture, Sprite, Batch};
use rustbatch::{IM, WHITE};


fn main() {
// creating window to draw to and event pump to read input. Ignore
// gl var, it cannot be dropped otherwise rendering will not work so just leave it be
let (mut window, mut event_pump, gl) = Window::new(|sys| {
sys.window("rusty batch", 400, 400)
.opengl()
.resizable()
.build()
.unwrap()
});

window.set_background_color(&[0.5f32, 0.5f32, 0.5f32, 1f32]); //gray background

// This is wrapped opengl texture object
let texture = Texture::new(
"C:/Users/jakub/Documents/programming/rust/src/ggl/src/bullets.png",
gl::NEAREST, // So the pixels are drawn with no interpolation
gl::RGBA // Color structure, you would use gl::RGB if your texture does not have alpha channel
).unwrap();

// Creating sprite. Notice that sprite is just collection of points and it cannot be directly
// drawn to window
let mut sprite = Sprite::new(texture.frame());

// On the other hand batch owns texture witch can be drawn to window
let mut batch = Batch::new(texture);

// this is just a little helper
let mut fps = FPS::new(1f32);

'main: loop {
//polling events
for event in event_pump.poll_iter() {
match event {
// break loop if X button on window is pressed
sdl2::event::Event::Quit { .. } => break 'main,
_ => {}
}
}

// i hope you know how to get delta on your own but fps returns is as bonus if you supply
// 0f32 as delta
let _delta = fps.increase(0f32);

// clearing window
window.clear();

// drawing sprite to batch
// IM is matrix transform. more about matrix in mat module docs
// texture color is multiplied by inputted color
sprite.draw(&mut batch, &IM, &WHITE);

// drawing batch to window
window.draw(&batch);

// Don't forget to clear batch if you not planning to use it as canvas,
// after all drawing sprites to batch takes some time
batch.clear();

// finishing with window update so you can se it changing
window.update();
}
}