rusterix 0.9.1

Rusterix is the game engine of Eldiron.
Documentation
# Renderer backend selection.
[renderer]
# 2D backend: "compute" or "raster" (2D currently maps to compute path).
backend_2d = "compute"
# 3D backend: "compute" or "raster" (recommended default: "raster").
backend_3d = "raster"
# Quality preset: "low", "medium", "high", "ultra", "custom".
quality = "custom"

[render]
# Sky color used when simulation is disabled.
sky_color = "#87CEEB"
# Sun light color used when simulation is disabled.
sun_color = "#FFFACD"
# Sun brightness multiplier.
sun_intensity = 1.0
# Sun direction [x,y,z] used when simulation is disabled.
sun_direction = [-0.5, -1.0, -0.3]
# Enable/disable sun lighting.
sun_enabled = true
# Ambient light color.
ambient_color = "#CCCCCC"
# Ambient light amount.
ambient_strength = 0.3
# Fog color.
fog_color = "#808080"
# Fog density (0 = off).
fog_density = 0.0
# Shadow toggle.
shadow_enabled = true
# Shadow strength (default 0.8).
shadow_strength = 0.8
# Shadow-map resolution.
shadow_resolution = 1024
# Shadow depth bias.
shadow_bias = 0.0015
# Fade mode for alpha/visibility transitions: "ordered_dither" or "uniform".
fade_mode = "ordered_dither"
# Lighting model: "lambert", "cook_torrance", or "pbr".
lighting_model = "cook_torrance"
# Avatar readability boost toggle (Raster 3D avatars/billboards).
avatar_highlight_enabled = true
# Avatar readability lift multiplier (1.0 = unchanged).
avatar_highlight_lift = 1.12
# Avatar ambient fill contribution.
avatar_highlight_fill = 0.20
# Avatar rim-light contribution.
avatar_highlight_rim = 0.18
# Bump mapping strength (0.0 = off, 1.0 = full).
bump_strength = 1.0
# MSAA sample count for raster 3D (0=off, 4=on).
msaa_samples = 4
# First-person blur transition start distance.
firstp_blur_near = 3.0
# First-person blur transition end distance.
firstp_blur_far = 8.0

[post]
# Enable/disable final post pass.
enabled = true
# Tone mapper: "none", "reinhard", "aces".
tone_mapper = "reinhard"
# Exposure multiplier before tone mapping.
exposure = 1.0
# Post saturation (1.0 = unchanged, 0.0 = grayscale).
saturation = 1.0
# Post luminance/brightness multiplier.
luminance = 1.0
# Output gamma.
gamma = 2.2

[simulation]
# Enable procedural daylight simulation.
enabled = true
# Night sky color.
night_sky_color = "#050510"
# Morning sky color.
morning_sky_color = "#FF9966"
# Midday sky color.
midday_sky_color = "#87CEEB"
# Evening sky color.
evening_sky_color = "#FF8040"
# Night sun/moon color.
night_sun_color = "#1A1A26"
# Morning sun color.
morning_sun_color = "#FFCC99"
# Midday sun color.
midday_sun_color = "#FFFFF2"
# Evening sun color.
evening_sun_color = "#FFB380"
# Sunrise time (24h).
sunrise_time = 6.0
# Sunset time (24h).
sunset_time = 18.0
# Per-transition blend duration in in-game hours (0.5 = 30 minutes).
color_transition_duration_hours = 0.5