✓ Uses Rust 2018 edition
|new 0.3.2||Nov 7, 2019|
|0.3.1||Nov 2, 2019|
#16 in #sound
3D game engine written in Rust.
WARNING: Some places are semi-complete or just does not implemented yet, this engine is not in production-ready state yet.
These screenshots are from rusty-shooter which is a big demo for the engine.
- Window and OpenGL context.
- Core library (rg3d-core) with some handy data structures - object pool, vectors, matrices, etc.
- 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:
- Canvas (layout panel)
- Grid (layout panel)
- Stack panel
- Scroll bar
- Scroll viewer
- Scroll content presenter
- Text box
- List box
- Fonts - TTF Loader (compound characters are not supported yet)
- Built-in save/load using object visitor - save/load state of engine in one call.
- 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
- Sound buffers
- Deferred shading
- Point light
- Spot light
- Bump mapping
- Particle systems with soft particles.
- Sounds - using rg3d-sound crate.
- Physics - using rg3d-physics crate.
- Optimization - some places of engine lacks optimization - there is still no culling, space partitioning for physics, etc.
- Simple editor - would be so nice to have, but until UI is not stabilized enough there is no point to try to write editor.
- Documentation - it is still incomplete because engine contstantly changing its API.
- glutin - window and OpenGL initialization
- image - texture loading
- lexical - fast text -> number parsing for ASCII FBX loader
- byteorder - read/write builtin rust types (u16, u32, f32, etc.)
- base64 - encode binary data for object visitor's text output
- inflate - to decompress binary FBX data
- rand - to generate random numbers in various places of the engine (mostly in particle systems)
Contributions are very welcome!
Previously I wrote my engine in C (DmitrysEngine), but at some point it become relatively hard to maintain it. I thought if it was hard to maintain for me, how hard it would be to use it correcly for newcomers? Initially I thought to port engine to modern C++, but C++ is not a silver bullet and won't guarantee memory safety. At my full-time job almost every day we fixing issues related to memory safety and threading bugs, I really tired of this and then I just remembered that Rust provides memory safety and safe concurrency. I've started to learning Rust and it was real pain in the ass at the first few weeks, I even thought to return back to C, but from some point I found ways of doing things without fighting with compiler... and engine started growing, and at some point I found that I crashed (because of segfault) only few times since start and only at unsafe code in OpenGL functions, that was very exciting!