Expand description
3D and 2D Game Engine.
Re-exports
Modules
Animation allows you to change properties of scene nodes at runtime using a set of key frames.
See
Animation
docs for more info.Resource management
Core data structures and algorithms used throughout Fyrox.
UI scaling is important, so read the docs for this module if you don’t want to be confused.
Engine is container for all subsystems (renderer, ui, sound, resource manager). It also
creates a window and an OpenGL context.
The
EventLoop
struct and assorted supporting types, including
ControlFlow
.Extendable, retained mode, graphics API agnostic UI library.
Material is a set of parameters for a shader. This module contains everything related to materials.
Types useful for interacting with a user’s monitors.
Contains traits with platform-specific methods in them.
Renderer is a “workhorse” of the engine, it draws scenes (both 3D and 2D), user interface,
debug geometry and has an ability to add user-defined render passes. Current renderer
implementation is not very flexible, but should cover 95% of use cases.
Everything related to resources.
Contains all structures and methods to create and manage 3D scenes.
Script is used to add custom logic to scene nodes. See ScriptTrait for more info.
Utilities module provides set of commonly used algorithms.
Macros
Defines as_(variant), as_mut_(variant) and is_(variant) methods.
Defines a builder’s
with_xxx
method.Implements
ComponentProvider::query_component_ref
and ComponentProvider::query_component_mut
in a much
shorter way.Implements
NodeTrait::query_component_ref
and NodeTrait::query_component_mut
in a much
shorter way.Structs
A context which has an underlying window, which may or may not be stored
separately.
Attributes to use when creating an OpenGL
Context
.Describes a possible format.
Describes how the backend should choose a pixel format.
A type that
Context
s which might possibly be currently current on some
thread take as a generic.Enums
All APIs related to OpenGL that you can possibly get while using glutin.
Error that can happen when manipulating an OpenGL
Context
.Error that can happen while creating a window or a headless renderer.
Describes the OpenGL API and version that are being requested when a context
is created.
A type that
Context
s which are not currently current on any thread take
as a generic.The behavior of the driver when you change the current context.
Specifies the tolerance of the OpenGL
Context
to faults. If you accept
raw OpenGL commands and/or raw shader code from an untrusted source, you
should definitely care about this.Statics
The minimum core profile GL context. Useful for getting the minimum
required GL version while still running on OSX, which often forbids
the compatibility profile features.
Traits
A trait implemented on both
NotCurrent
and
PossiblyCurrent
.Type Definitions
Represents an OpenGL
Context
which has an underlying window that is
stored separately.