2 releases

0.10.3 Jan 17, 2022
0.10.0 Jan 8, 2022

#22 in #shared-state

Download history 13/week @ 2024-08-29 16/week @ 2024-09-05 13/week @ 2024-09-12 25/week @ 2024-09-19 24/week @ 2024-09-26 5/week @ 2024-10-03 11/week @ 2024-10-10 17/week @ 2024-10-17 6/week @ 2024-10-24 12/week @ 2024-10-31 5/week @ 2024-11-07 11/week @ 2024-11-14 20/week @ 2024-11-21 19/week @ 2024-11-28 43/week @ 2024-12-05 23/week @ 2024-12-12

107 downloads per month
Used in 11 crates (10 directly)

Custom license

43KB
1K SLoC

Ivy

What it is

Ivy is a modular application and game framework for Rust.

This crate provides an amalgamation and rexport as well as aliasing for the multiple ivy crates.

Guide

A user guide is provided to quickly familiarize the user with the basic usage of the engine.

Features

  • Vulkan high level rendering
  • PBR rendering and post processing
  • Rendergraph abstractions
  • Collision detection and realistic physics response
  • ECS driven architecture
  • Deferred dynamic events using observer pattern
  • Ray casting for arbitrary convex shapes
  • Handle based dynamic storage
  • Input system with composeable vector generation
  • UI system with configurable widget and positioning system
  • ... And more

Gallery

Cubes and Collision

How it works

Layers

The core of the program is an application. [core::App]. It defines the update loop, and event handling.

From there, logic is extracted into layers which are run for each iteration. Within a layer, the user is free to do whatever they want, from reading from sockets, rendering using vulkan, or dispatching ECS workloads.

Due to the layered design, several high level concepts can work together and not interfere, aswell as being inserted based on different configurations.

Layers can be thought of as plugin in high level containers of behaviour.

The existance of layer allow importing of behaviour from other crates without concern of implementation details.

Inter-layer communication

The application exposes different ways in which two layers can influence each other.

  • world contains the ECS world with all entities and components.
  • resources is a typed storage accessed by handles. This is useful for storing textures, models, or singletons that are to be shared between layers and inside layers with dynamic borrow checking.
  • events facilitates a broadcasting channel in which events can be sent and listened to. Each layer can set up a receiver and iterate the sent events of a specific type. This is best used for low frequency data to avoid busy checking, like user input, state changes, or alike.

See the documentation for [core::Layer]

Dependencies

~2.4–3.5MB
~62K SLoC