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Crate fyrox_impl

Crate fyrox_impl 

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Expand description

3D/2D Game Engine.

Tutorials can be found here

Re-exports§

pub use crate::core::rand;
pub use fxhash;
pub use walkdir;

Modules§

application
End user application handling.
asset
Resource management
autotile
Autotiling allows you to fill the content of a grid according to pre-defined rules. Tiles are assigned frequencies and adjacency rules, and then an algorithm is used to attempt to fill a given area with tiles in accordance with the rules and frequencies.
core
Core data structures and algorithms used throughout Fyrox.
dpi
DPI
engine
Engine is container for all subsystems (renderer, ui, sound, resource manager). It also creates a window and an OpenGL context.
error
event
The Event enum and assorted supporting types.
event_loop
The EventLoop struct and assorted supporting types, including ControlFlow.
generic_animation
Animation allows you to change properties of arbitrary objects at runtime using a set of key frames. See Animation docs for more info.
graph
Graph utilities and common algorithms.
graphics
This crate is an abstraction layer for graphical services like OpenGL. See the server::GraphicsServer trait for the rendering features that are available through this abstraction layer. The fyrox-graphics-gl crate provides an OpenGL implementation of GraphicsServer.
graphics_gl
gui
Extendable, retained mode, graphics API agnostic UI library with lots (35+) of built-in widgets, HiDPI support, rich layout system and many more.
keyboard
Types related to the keyboard.
material
Material is a set of parameters for a shader. This module contains everything related to materials.
monitor
Types useful for interacting with a user’s monitors.
platform
Contains traits with platform-specific methods in them.
plugin
Everything related to plugins. See Plugin docs for more info.
raw_window_handle
Interoperability library for Rust Windowing applications.
renderer
Renderer is a “workhorse” of the engine, it draws scenes (both 3D and 2D), user interface, debug geometry and can add user-defined render passes. Current renderer implementation is not very flexible, but should cover 95% of use cases.
resource
Everything related to resources.
scene
Contains all structures and methods to create and manage 3D scenes.
script
Script is used to add custom logic to scene nodes. See ScriptTrait for more info.
utils
Utilities module provides set of commonly used algorithms.
window
The Window struct and associated types.

Macros§

define_is_as
Defines as_(variant), as_mut_(variant) and is_(variant) methods.
define_with
Defines a builder’s with_xxx method.