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Right now the main goal is cleaning up the code, creating the modules, finishing some basic interface and getting a minimal project working. Development will then consist in developing an example game (a kingdom rush clone?) and adding features as needed developping both in parallel. Once a reasonable set of features are implemented work on a "real" game and refine the engine as the game demands it. TODO (general) : - Reorganise all files - Make modules out of the relevant parts - Get minimal project working - Add support for textures - Lighting - make a demo repo for trying things out TODO (precise steps) : - use mouse to rotate camera - Figure out a way for scene to be able to load all its unloaded game objects at once - make game draw the scenes in self.scenes File organisation: - component.rs, logic and traits related to components - camera.rs, camera struct and basic functions - game_object.rs - game.rs, game struct -- Game::run() is the main loop of the game - graphic_component.rs -- object model struct -- graphic compoenent struct -- load model and shader functions - fps_camera_controller.rs, allows for an fps camera controller -- TODO should not be in base project, but is useful for testing - input.rs, handles input -- keeps track of the keyboard state -- TODO mouse state - main.rs, main - scene.rs -- draws its objects -- TODO current assumption that each go has at most one gc - transform.rs, transform struct and rotation related functions Interface: Creating a go, scene and showing them on screen: - create new game - create new scene - create graphic component -- requires shaders (vertex and fragment) -- requires model - add model and shader to gc - create go - add graphic component to go in scene - add go to scene - add scene to game - run
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An attempt at providing the basis for a graphic (eventually game?) engine in rust based off glium.
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