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Very much not functionnal graphics engine written in rust. Put on pause

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Project put on pause.

TODO

  • Test if ecs works in external crates
  • Add tests for ecs macros
  • Add comments to explain all f****** regexes
  • Replace check_if_components_locked with file check
  • Add function to check components.toml hasn't been tampered with
  • Subdivide engine macro into engine!() and ecs!() for tests
  • Add engine trait
  • Add parameters for engine macro (name, headless: Hydrogen, screen: Diesel, default: Engine) perhaps by parsing it using syn::Punctuated
  • Make triangle test work
  • Try loading shaders in a more friendly way
  • Add back VertexGroups
  • Implement the idea behind RendererCommands using ECS
  • Add [] operators for Scene
  • Divide into workspaces
  • Redo code layout

scene.components(|n| generate_entity_from_id(n)).components(...).entities(1000);

Code layout (deprecated)

  • lib.rs: Home of the infamous Engine with it's configuration and constructors
    • manifestation.rs: Definition of the Renderer trait

      • lift_off.rs: List of useful utilities for initializing a Renderer

        • headless.rs: Headless renderer (run without any output)
        • screen.rs: Screen renderer (linked to a window)
        • image.rs: Image renderer (linked to an image on the cpu)
      • artist.rs: A collection of small functions that aid the rendering process

        • commands.rs: Record a command buffer (which regroups all the necessary steps that the gpu has to take to render everything)
        • pipeline.rs: Create a pipeline (which describes how a particular object should be rendered)
      • nostalgia.rs: Everything to do with allocating memory on the gpu (think buffers or textures)

    • liberty.rs: Configuration

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Very much not functionnal graphics engine written in rust. Put on pause

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