extern crate caper; use caper::game::*; use caper::imgui::Ui; use caper::input::Key; use caper::mesh::{gen_sphere, gen_sphere_segments}; use caper::types::{DefaultTag, RenderItemBuilder, TransformBuilder}; use caper::utils::handle_fp_inputs; fn main() { // crate an instance of the game struct let (mut game, event_loop) = Game::::new(); // define some items to be rendered game.add_render_item( RenderItemBuilder::default() .vertices(gen_sphere()) .instance_transforms(vec![TransformBuilder::default() .pos((0.0, 0.0, -5.0)) .build() .unwrap()]) .build() .unwrap(), ); game.add_render_item( RenderItemBuilder::default() .vertices(gen_sphere_segments(10f32, 5f32)) .instance_transforms(vec![TransformBuilder::default() .pos((-5.0, 0.0, -5.0)) .build() .unwrap()]) .build() .unwrap(), ); game.add_render_item( RenderItemBuilder::default() .vertices(gen_sphere_segments(5f32, 10f32)) .instance_transforms(vec![TransformBuilder::default() .pos((5.0, 0.0, -5.0)) .build() .unwrap()]) .build() .unwrap(), ); start_loop(event_loop, move |events| { // run the engine update game.update( |_: &Ui| {}, |g: &mut Game| -> UpdateStatus { // update the first person inputs handle_fp_inputs(&mut g.input, &mut g.cams[0]); // quit if g.input.keys_down.contains(&Key::Escape) { return UpdateStatus::Finish; } UpdateStatus::Continue }, events, ) }); }