rusting_engine 2.5.7

Vulkan 3D game engine with GPU-accelerated physics for massive physics-heavy scenes
# RustingEngine documentation

Start with **Getting started**, then work through the tutorials in order.
Each tutorial builds a small, working game. The commands and code in them
were run against this version of the engine.

## Start here

- [Getting started]getting-started.md: install the tools, open the editor,
  create a project, and press Play.
- [Coming from Godot]godot-migration.md: Godot nodes, scenes, signals,
  resources and GDScript callbacks mapped to RustingEngine.
- [Core concepts]concepts.md: projects, scenes, cooking, frames and fixed
  ticks, CPU and GPU physics, and where game code runs.

## Tutorials

1. [Hello cube]tutorials/01-hello-cube.md: move and spin a scene object
   from Rust with the short `rusting_game!` API. (Editor or CLI, 10 minutes.)
2. [Coin Run from the command line]tutorials/02-coin-run-cli.md: create a
   complete 2D game from the starter template, change it with scene
   patches, test it with a scenario, capture a screenshot, and export it.
3. [Gameplay plugins]tutorials/03-gameplay-plugin.md: write ECS systems,
   read input through named actions, and save your own components in
   scenes.
4. [GPU cube rain]tutorials/04-gpu-cube-rain.md: simulate thousands of
   bodies on the GPU and get only the events you ask for back in Rust.
5. [Physics sandbox]tutorials/05-physics-sandbox.md: make a ball bouncy,
   throw balls from the camera with an input action, test it first, and
   check that debug and release builds simulate the same.
6. [Multiplayer physics]tutorials/06-multiplayer-physics.md: turn the
   sandbox into a networked game with a dedicated server, and test a client
   against it.

## Guides and reference

- [Editor guide]../editor_gui.md: areas, Scene View navigation and the
  transform gizmo, Hierarchy, Inspector, assets, Preview and Play, export,
  the Profiler, and keyboard shortcuts.
- [Live collaboration]collaboration.md: host or join a session from the
  editor so several people edit one project at the same time.
- [README: headless CLI]../README.md#headless-project-cli: every `rusting`
  command, scene patches, and the scenario format.
- `rusting schema`: the full catalog of commands and scene components, with
  each field's default, unit, and valid range. It is generated from the
  engine itself, so it is always current.
- API reference: `rusting docs show component/<name>` (also `resource/` and
  `asset/`) prints one reflected type's fields, generated from the same
  catalog, and `rusting docs show api/GameScene` indexes the gameplay
  methods. For the Rust crates, `cargo doc --workspace --no-deps --open`
  builds the full reference; CI fails on a broken link in it.
- [Assets]assets.md: importing images, models and sounds with their
  license record, generating assets, and exporting the game.
- [Platforms]platforms.md: supported systems, and why web, iOS and
  consoles wait until after 1.0.
- [2D games]2d.md: orthographic cameras, sprites, tile maps, platformer
  movement and bodies kept in the plane.
- [Input]input.md: actions bound to keys, mouse and gamepad, reading
  them per frame or per tick, rebinding, and pressing them in tests.
- [Physics guide]physics.md: CPU or GPU ownership, how state and events
  travel between them and how late, determinism, and which solver fits
  which job.
- [Determinism]determinism.md: what makes a simulation reproducible, state
  hashes, `rusting determinism`, and replays.
- [Architecture]../architecture.md: how the runtime, renderer, and editor
  fit together.
- [Animation]animation.md: keyframe clips, skinned models, state
  machines, blend spaces, IK, and ragdolls.
- [Effects]effects.md: particle emitters and ready-made presets.
- [Procedural content]procedural.md: seeded random streams, noise, point
  scattering, caves, dungeons and wave function collapse that give the same
  level on every machine, meshes extruded and lofted along splines or cut
  with solid operations, and generated scenes cached by seed and inputs.
- [Look and feel]look-and-feel.md: art presets, color grading, and a
  polish checklist.
- [Modding]modding.md: mods that replace or add a shipped game's assets
  and scenes, with versions, dependencies and a load order.
- [Cameras]cameras.md, [Audio]audio.md, and
  [Menus and UI]menus-and-ui.md.
- [GPU condition shaders]gpu-condition-shaders.md: custom checks and
  solvers for GPU physics.
- [Surface shaders]surface-shaders.md: per-pixel GLSL on a material or
  the sky, particles, fog or the finished image, in the versioned
  `#rusting surface 1`, `#rusting sky 1`, `#rusting particle 1`,
  `#rusting fog 1` and `#rusting post 1` language.
- [WebAssembly scripts]scripting.md: the optional sandboxed scripting
  host for modding and designer logic, its host functions, and its limits.
- [Writing a plugin]plugin-authoring.md: reusable plugin crates, naming,
  determinism rules, and testing a plugin without a window.
- [Development environment]dev-environment.md: iteration speed targets, running GPU tests without a
  GPU (lavapipe).
- [Changelog]../CHANGELOG.md: what changed in each release.
- [Roadmap]../roadmap.md: what is done and what comes next.