Expand description
§Kiss3d
Keep It Simple, Stupid 3d graphics engine.
This library is born from the frustration in front of the fact that today’s 3D graphics library are:
- either too low level: you have to write your own shaders and opening a window steals you 8 hours, 300 lines of code and 10L of coffee.
- or high level but too hard to understand/use: those are libraries made to write beautiful animations or games. They have a lot of feature; too much feature if you only want to draw a few geometries on the screen.
kiss3d is not designed to be feature-complete or fast. It is designed to be able to draw simple geometric figures and play with them with one-liners.
An on-line version of this documentation is available here.
§Features
Most features are one-liners.
- WASM compatibility.
- open a window with a default arc-ball camera and a point light.
- a first-person camera is available too and user-defined cameras are possible.
- display boxes, spheres, cones, cylinders, quads and lines.
- change an object color or texture.
- change an object transform (we use the glam library for math operations).
- create basic post-processing effects.
As an example, having a red, rotating cube with the light attached to the camera is as simple as:
use kiss3d::prelude::*;
#[kiss3d::main]
async fn main() {
let mut window = Window::new("Kiss3d: cube").await;
let mut camera = OrbitCamera3d::default();
let mut scene = SceneNode3d::empty();
let mut c = scene.add_cube(1.0, 1.0, 1.0);
c.set_color(RED);
let rot = Quat::from_axis_angle(Vec3::Y, 0.014);
while window.render_3d(&mut scene, &mut camera).await {
c.rotate(rot);
}
}This code works on both native platforms and WASM without any changes! The #[kiss3d::main]
macro and async rendering API handle the platform differences automatically:
- On native: The async runtime is managed with
pollster::block_on - On WASM: The async function integrates with the browser’s event loop via
requestAnimationFrame
This approach eliminates the need for platform-specific code or managing different entry points, making it simple to write truly cross-platform 3D applications.
Some controls are handled by default by the engine (they can be overridden by the user):
scroll: zoom in / zoom out.left click + drag: look around.right click + drag: translate the view point.enter: look at the origin (0.0, 0.0, 0.0).
§Compilation
You will need the last stable build of the rust compiler and the official package manager: cargo.
Simply add the following to your Cargo.toml file:
[dependencies]
kiss3d = "0.36"§Contributions
I’d love to see people improving this library for their own needs. However, keep in mind that kiss3d is KISS. One-liner features (from the user point of view) are preferred.
§Acknowledgements
Thanks to all the Rustaceans for their help, and their OpenGL bindings.
Re-exports§
pub use crate::renderer::point_renderer3d;pub use glamx;
Modules§
- builtin
- Built-in geometries, shaders and effects.
- camera
- Camera trait with some common implementations.
- color
- Common color constants for use with kiss3d rendering functions.
- context
- wgpu rendering context management.
- event
- Window event handling.
- light
- Lighting configuration for 3D scenes.
- loader
- File loading.
- post_
processing - Post-processing effects.
- prelude
- procedural
- Procedural mesh generation.
- renderer
- Structures responsible for rendering elements other than kiss3d’s meshes.
- resource
- GPU resource managers
- scene
- Everything related to the scene graph.
- text
- Text rendering.
- window
- The window, and things to handle the rendering loop and events.
Attribute Macros§
- main
- Macro to simplify writing cross-platform (native + WASM) kiss3d applications.