Expand description
§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§
- Proof
Engine - The main engine struct. Create once, run forever.