Expand description
3D/2D Game Engine.
Tutorials can be found here
Re-exports§
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
Eventenum and assorted supporting types. - event_
loop - The
EventLoopstruct and assorted supporting types, includingControlFlow. - generic_
animation - Animation allows you to change properties of arbitrary objects at runtime using a set of key frames.
See
Animationdocs for more info. - graph
- Graph utilities and common algorithms.
- graphics
- This crate is an abstraction layer for graphical services like OpenGL.
See the
server::GraphicsServertrait for the rendering features that are available through this abstraction layer. Thefyrox-graphics-glcrate provides an OpenGL implementation ofGraphicsServer. - 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
Plugindocs 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
Windowstruct and associated types.
Macros§
- define_
is_ as - Defines as_(variant), as_mut_(variant) and is_(variant) methods.
- define_
with - Defines a builder’s
with_xxxmethod.