Expand description
Dotrix is a 3D game engine following ECS programming pattern with a goal to be simple and feature rich. There is a Löwenware team behind the project and we are working on Dotrix to power up our own game projects.
The best place to see what can be done with Dotrix is our YouTube channel.
§Getting Started
If you are more into a practice and looking for an example code, we’ve prepared a good demo application for you to get started.
If you prefer to work with the documentation, then the best place to start is where your
game should start - the Dotrix
application builder.
use dotrix::Dotrix;
fn main() {
Dotrix::application("My Game")
.run();
}
It is also a tool to say the engine where should be rendered the output and what services and systems has to be enabled.
Re-exports§
pub use dotrix_math as math;
pub use dotrix_egui as egui;
pub use dotrix_overlay as overlay;
pub use dotrix_pbr as pbr;
pub use dotrix_sky as sky;
pub use dotrix_terrain as terrain;
Modules§
- animation
- Animation components and systems
- assets
- Assets and management service
- camera
- Dotrix camera implementation
- components
Deprecated - Dotrix core components
- ecs
- Entity Component System
- input
- Input service, ray casting service and utils
- prelude
- ray
- Mouse ray implementation
- renderer
- Rendering service and system, pipelines, abstractions for models, transformation, skybox, lights and overlay
- services
Deprecated - Services are very important part of Dotrix. Technicaly the service is a standard Rust structure with methods. Logically, services are providers of interfaces to various features.
- transform
- Transformation structure and builder
- window
- Window service - a wrapper for
winit::window::Window
instance.
Macros§
- count
- Count parameters
- impl_
tuples - Macros implementing all necessary archetyoes, patterns, querries and iterators for different types of tuples
- recursive
- Recursive macro treating arguments as a progression
Structs§
- Animator
- Component to control model animation
- Application
- Application data to maintain the process
- Assets
- Assets management service
- Camera
- Camera management service
- Color
- RGBA Color.
- CubeMap
- Material component
- Display
- Rendering output configuration
- Dotrix
- Application Builder
- Frame
- Frame tracking service
- Globals
- Centralized container service for uniforms and other data
- Id
- Asset identifier
- Input
- Input Service
- Monitor
- Information about a monitor.
- Pipeline
- Rendering control component
- Pose
- Transformed
Skin
state - Ray
- Represents ray and provides method for various calculations
- Renderer
- Service providing an interface to
WGPU
andWINIT
- Service
- Service wrapper
- System
- Wrapper for system functions
- Transform
- Model transformation structure
- Video
Mode - Information about a video mode.
- Window
- Window service - a wrapper for
winit::window::Window
instance. - World
- Service to store and manage entities
Enums§
Traits§
- Extend
With - Trait providing extendablity
- Into
Service - Service abstraction