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Crate proof_engine

Crate proof_engine 

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§Proof Engine

A mathematical rendering engine for Rust. Every visual is the output of a mathematical function. Every animation is a continuous function over time. Every particle follows a real equation.

§Philosophy

Proof Engine does not render graphics. It renders mathematics.

A traditional renderer draws shapes and colors that represent game state. Proof Engine computes mathematical functions and the visual IS the output. A Lorenz attractor looks like a Lorenz attractor because particles are following the actual differential equations in real time.

§Quick Start

use proof_engine::prelude::*;

let config = EngineConfig::default();
let mut engine = ProofEngine::new(config);
engine.run(|engine, _dt| {
    // game logic
});

Re-exports§

pub use config::EngineConfig;
pub use math::MathFunction;
pub use math::ForceField;
pub use math::Falloff;
pub use math::AttractorType;
pub use glyph::Glyph;
pub use glyph::RenderLayer;
pub use glyph::BlendMode;
pub use entity::AmorphousEntity;
pub use particle::MathParticle;
pub use particle::ParticleInteraction;
pub use scene::SceneGraph;
pub use render::camera::ProofCamera;
pub use input::InputState;
pub use input::Key;
pub use render::pipeline::FrameStats;
pub use audio::AudioEvent;

Modules§

ai
AI module — Behavior Trees, Utility AI, Goal-Oriented Action Planning, Pathfinding, Navigation Meshes, Flow Fields, Steering Behaviors, and Blackboard.
anim
Animation State Machine for Proof Engine.
animation
Animation State Machine and Blend Trees.
asset
Asset Pipeline
audio
Mathematical audio — the same functions that drive visuals also drive sound.
behavior
AI Behavior subsystem — Behavior Trees, built-in nodes, and GOAP planner.
character
combat
Combat system — damage, status effects, hit detection, and DPS calculation.
compute
GPU Compute Pipeline
config
Engine configuration — hierarchical, hot-reloadable, command-line overridable.
crafting
Crafting & Economy System
debug
Debug overlay and performance profiling.
deferred
Deferred rendering subsystem for the Proof Engine.
dsp
Digital Signal Processing — module root
economy
Economy subsystem: market simulation, faction economies, and production chains.
ecs
Entity Component System (ECS)
editor
In-Engine Editor — master state, camera, undo/redo, grid, shortcuts.
effects
Screen effects coordinator — combines all post-processing passes into a single, driven, event-triggered system.
entity
Amorphous entity rendering.
game
Game Systems Module — top-level game state coordinator
glyph
Glyph — the fundamental rendering primitive.
input
Input handling — keyboard, mouse, scroll, and window events.
integration
ProofGame integration trait — the contract between proof-engine and chaos-rpg-core.
lighting
Advanced lighting subsystem for Proof Engine.
math
Mathematical primitives: functions, force fields, attractors.
netcode
Netcode Subsystem
network
Networking for Proof Engine: HTTP + WebSocket client, leaderboards, cloud saves.
networking
Networking module: HTTP client, WebSocket client, connection management.
particle
Mathematical particle system.
pathfinding
physics
Physics simulation — rigid bodies, constraints, collision, fluid dynamics.
prelude
Common imports for using Proof Engine.
procedural
Procedural content generation — dungeons, rooms, spawn tables, loot, names.
profiler
CPU/GPU performance profiler with hierarchical timing, counters, and flame graph capture.
render
Rendering pipeline — window, OpenGL context, glyph batching, post-processing.
rendergraph
Declarative render graph subsystem for the Proof Engine.
replay
Replay system: input recording, deterministic playback, scrubbing, ghost.
save
Save / Load System
scene
Scene graph — manages all active glyphs, entities, particles, and force fields. Full implementation with BVH spatial index, scene queries, serialization, transform hierarchy, layer management, event system, and portals.
scripting
Proof Engine scripting system — pure-Rust Lua-like language engine.
shader_graph
Shader Graph System
spatial
Spatial acceleration structures for fast proximity queries.
surfaces
Surface Rendering Subsystem
terrain
Terrain System
timeline
Cutscene and timeline system — scripted sequences of engine events.
tween
Tween / animation system.
ui
UI Widget System for Proof Engine.
vfx
Visual effects system: decals, trails, impact splats, ribbon renderers, screen-space effects, procedural destruction visuals, particle emitters, effect presets and force fields.
weather
world
Open-world management: zone streaming, portals, day/night cycle, weather simulation, and world-level event coordination.

Structs§

ProofEngine
The main engine struct. Create once, run forever.