Expand description
Kiran — AI-native game engine for AGNOS
Modular game engine built in Rust. Composes AGNOS shared crates for physics (impetus), math (hisab), audio (dhvani), and rendering (soorat).
Re-exports§
pub use world::Bundle;pub use world::ChangeTracker;pub use world::Commands;pub use world::Entity;pub use world::EventBus;pub use world::FnSystem;pub use world::GameClock;pub use world::KiranError;pub use world::Result;pub use world::Scheduler;pub use world::System;pub use world::SystemStage;pub use world::World;
Modules§
- animation
- Animation state machine — blend trees and state transitions.
- archetype
- Archetype-based SOA component storage.
- asset
- Asset pipeline — registry, handles, and hot reload integration.
- gizmos
- Debug gizmos — draw debug shapes from game code.
- input
- Input handling: keyboard, mouse, gamepad
- job
- Job system — thread pool for parallel system execution.
- pool
- Object pooling and arena allocators.
- profiler
- Frame profiling — per-system cost tracking and slow frame detection.
- reload
- Scene hot reload
- render
- Rendering abstraction, headless mode
- scene
- TOML scene format, loading, entity spawning
- script
- Scripting integration via kavach
- state
- Game state machine — menu → playing → paused transitions.
- world
- ECS world, generational entity allocator, game clock, event bus