17 releases (7 breaking)
0.7.1 | Dec 14, 2018 |
---|---|
0.7.0 | Nov 21, 2018 |
0.6.0 | Sep 18, 2018 |
0.4.0 | Apr 3, 2018 |
0.0.1 | Mar 7, 2017 |
#819 in Game dev
22 downloads per month
Used in crayon-audio
1MB
13K
SLoC
What is This?
Crayon is a small, portable and extensible game framework, which loosely inspired by some amazing blogs on bitsquid, molecular and floooh.
Some goals include:
- Intuitive lifetime free interfaces and extensible through external code modules;
- Run on PCs, Mobiles and Web browsers from the same source;
- Stateless, layered, multithread render system with OpenGL(ES) 3.0 or WebGL 2.0 backend;
- Simplified assets workflow and asynchronous data loading from various filesystem;
- Unified interfaces for handling input devices across platforms;
- Built from the ground up to focus on multi-thread friendly with a work-stealing job scheduler;
- etc.
This project adheres to Semantic Versioning, all notable changes will be documented in this file.
Quick Example
For the sake of brevity, you can als run a simple and quick example with commands:
git clone git@github.com:shawnscode/crayon.git && cd crayon/examples
cargo run --bin render_texture
You can also check out examples folder for screenshots.
Assets Workflow
The asset workflow comes with the version 0.5.0. During the development, the assets could be stored in formats which could producing and editing by authoring tools directly, and it will be compiled into some kind of effecient format for runtime (which is dependent on platform and hardware devices usually).
The assets manipulation codes are placed under crayon-tools, checks out the repository for further details.
Platform-Specific
The WebAssembly supports is based on wasm-bindgen and web-sys, you could find detailed build instruction in the documents. And there is a simple wasm template under tools folder might helps.
Screenshots
Dependencies
~3–7MB
~134K SLoC