[−][src]Crate rg3d
3D Game Engine.
Features:
- Scene graph with pivot, camera, mesh, light, particle system, sprite nodes.
- FBX Loader - both ASCII and binary. Note: Only 7100 - 7400 versions are supported!
- Advanced node-based UI with these widgets:
- Border
- Button
- Canvas (layout panel)
- Grid (layout panel)
- Stack panel
- Scroll bar
- Scroll viewer
- Scroll content presenter
- Text
- Text box
- List box
- Window
- Fonts - TTF Loader (compound characters are not supported yet)
- Built-in save/load using object visitor - save/load state of engine in one call.
- Skinning
- Animation blending - allows you to blend your animations as you want to, i.e. idle animation can be blended with walk.
- Animation retargetting - allows you to remap animation from one model to another.
- Automatic resource management
- Texture
- Models
- Sound buffers
- Deferred shading
- Point light
- Spot light
- Bump mapping
- Particle systems with soft particles.
- Sounds
- Physics
Demos
For now there is one big project written using rg3d engine: https://github.com/mrDIMAS/rusty-shooter
Re-exports
pub use rand; |
pub use rg3d_core as core; |
pub use rg3d_physics as physics; |
pub use rg3d_sound as sound; |
pub use rg3d_ui as gui; |
Modules
animation | |
dpi | UI scaling is important, so read the docs for this module if you don't want to be confused. |
engine | Engine is container for all subsystems (renderer, ui, sound, resource manager). It also creates a window and an OpenGL context. |
error | |
event | The |
event_loop | The |
monitor | Types useful for interacting with a user's monitors. |
platform | Contains traits with platform-specific methods in them. |
renderer | Renderer is a "workhorse" of the engine, it draws scenes and user interface. For now there is almost no possibility to change pipeline of renderer, you can only modify quality settings. This will change in future to make renderer more flexible. |
resource | |
scene | Contains all structures and methods to create and manage scenes. |
utils | Utilities module provides set of commonly used algorithms. |
window | The |
Structs
Context | Represents an OpenGL |
ContextBuilder | An object that allows you to build |
ContextWrapper | A context which has an underlying window, which may or may not be stored separately. |
GlAttributes | Attributes to use when creating an OpenGL |
PixelFormat | Describes a possible format. |
PixelFormatRequirements | Describes how the backend should choose a pixel format. |
PossiblyCurrent | A type that |
Rect |
Enums
Api | All APIs related to OpenGL that you can possibly get while using glutin. |
ContextError | Error that can happen when manipulating an OpenGL |
CreationError | Error that can happen while creating a window or a headless renderer. |
GlProfile | Describes the requested OpenGL |
GlRequest | Describes the OpenGL API and version that are being requested when a context is created. |
NotCurrent | A type that |
ReleaseBehavior | The behavior of the driver when you change the current context. |
Robustness | Specifies the tolerance of the OpenGL |
Statics
GL_CORE | 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
ContextCurrentState | A trait implemented on both |
Type Definitions
RawContext | Represents an OpenGL |
WindowedContext | Represents an OpenGL |