|0.1.0||Feb 2, 2022|
|0.1.0-dev.6||Dec 8, 2021|
|0.1.0-dev.4||Oct 31, 2021|
|0.1.0-dev.2||Sep 3, 2021|
|0.1.0-dev.0||Aug 22, 2021|
#194 in Game dev
234 downloads per month
Used in kludgine
A 2d rendering engine for the Rust language.
Kludgine is named in a way to hopefully be ironic in nature, but it's being designed and written by a developer that is fairly new to modern graphics programming and rust. Thus, it is probably a kludge.
Kludgine is early in development and is subject to breaking API changes. That being said, the API has started to stabilize, and these are the primary benefits of Kludgine:
Kludgine is built upon easygpu, which
is based on wgpu.
wgpu is an experimental WebGPU
implementation, and it supports DirectX on Windows, Vulkan on Linux, Metal on
iOS/Mac OS, and is close to working within the web browser. Kludgine does not
yet currently work inside of the web browser, but we eventually will support it.
Apps and games written in Kludgine should have no problem running with reasonable performance on budget hardware, even without a discrete GPU.
While most games want a steady framerate, many developers may want to allow
their programs to not redraw constantly. Kludgine makes managing this easy with
type, allowing easy scheduling of future frame redraws or immediately requesting
If you do want a consistent redraw, implement
Kludgine has multi-window support. In general, most games don't need multiple windows, but general purpose applications do.
This is a bit nebulous but examples include:
- Ergonomic and consistent API: This is a work in progress, but the goal is a consistent design that is easy to read and write.
- Modular design: Kludgine started becoming a large engine, but in the process of creating Gooey, this crate became a much leaner rendering and windowing crate. It will continue evolving to allow it to be used standalone, within other wgpu applications, or as a frontend for Gooey.
let texture = Texture::load("kludgine/examples/assets/k.png")?; let sprite = SpriteSource::entire_texture(texture); sprite.render_at( scene, Rect::from(scene.size()).center(), SpriteRotation::around_center(self.rotation_angle), );
To use Kludgine, your project must be using the new features
resolver. The two
lines to add to your
Cargo.toml look like this:
[lib] resolver = "2" [dependencies] kludgine = "0.1.0"
resolver requirement is inherited from
wgpu. This setting will become
the default in the 2021