chaos-framework

Crates.iochaos-framework
lib.rschaos-framework
version0.1.2
sourcesrc
created_at2024-07-09 22:43:19.483482
updated_at2024-08-03 00:11:00.856065
descriptionGame framework for creating games!
homepage
repositoryhttps://github.com/Felipe-Guimaraes-Teodoro/chaos-framework
max_upload_size
id1297560
size10,462,097
(Felipe-Guimaraes-Teodoro)

documentation

README

Chaos Framework (WIP)

What is it?

The sucessor of Tiny Game Framework. It's a framework which aims to have the capabilities of creating cool games while still easy to use.

It currently supports basic graphics with OpenGL and glfw for windowing. It also has Imgui built-in and uses tobj and assimp for the loading of models.

Features

  • Basic 2D and 3D rendering (Textures, camera, simple lighning, etc.)
  • Model loading
  • Skeletal animation

Plans for the future

  • Near future: instancing; particles; parallelization; late latching; skybox (atmosphere shader and cubemaps); sound; make it faster; improve the lightning systems; abstract OpenGL even more
  • Not-so-near future: Vulkan instead of OpenGL; support for Web (Might use WGPU); sound synthesizer engine;

Simple 2D example code (see in examples folder):

use chaos_framework::*;
use glfw::Key;

fn main() {
    let mut el = EventLoop::new(600, 600);
    let mut renderer = Renderer::new();

    /* default projection type is perspective */
    renderer.camera.set_projection(ProjectionType::Orthographic);
    renderer.add_light(Light { position: vec3(0.0, 0.0, 1.0), color: Vec3::ONE })
        .unwrap();

    /* we'll represent our player using a quad */
    let player_handle = renderer.add_mesh(Quad::new(Vec3::ONE * 0.1, Vec4::ONE).mesh())
        .unwrap();

    while !el.window.should_close() {
        el.update();

        /* we can modify the player by indexing into it in the renderer's meshes */
        let player = &mut renderer.meshes[player_handle];
        player.color = vec3(0.5, 0.0, el.time.sin());
        move_player(&el, &mut player.position);
    
        renderer.camera.update(Vec3::ZERO, &el);
    
        let frame = el.ui.frame(&mut el.window);
        frame.text("hello, world! this is imgui");

        unsafe {
            Clear(COLOR_BUFFER_BIT | DEPTH_BUFFER_BIT);
            ClearColor(0.1, 0.2, 0.3, 1.0);
            
            renderer.draw();
            el.ui.draw();
        }
    }
}

fn move_player(el: &EventLoop, pos: &mut Vec3) {
    let mut velocity = Vec3::ZERO; 
    let mut speed = 1.5;

    if el.is_key_down(Key::LeftShift) {
        speed *= 1.5;
    }

    if el.is_key_down(Key::W) {
        velocity.y+=speed;
    }
    if el.is_key_down(Key::S) {
        velocity.y-=speed;
    }
    if el.is_key_down(Key::D) {
        velocity.x+=speed;
    }
    if el.is_key_down(Key::A) {
        velocity.x-=speed;
    }

    *pos += velocity * el.dt;
}

Current issues

A couple of examples are missing, such as the ones which include rigged meshes, use of destroy_mesh(), model loading, custom shaders and custom meshes, textures, macroes, event handling. There also seems to be a very slight input delay, although slight enough to be barely noticeable to the point of mild frustration. There might be memory leaks in the model loading? There might also be missing implementations of Drop.

Commit count: 21

cargo fmt