# Skyward Engine [![glium crate version](https://img.shields.io/crates/v/glium.svg?label=glium)](https://crates.io/crates/glium) [![skyward crate version](https://img.shields.io/crates/v/skyward.svg?label=skyward)](https://crates.io/crates/skyward) A fast, extensive game engine written in Rust. ## Features - **Fast and asynchronous ECS design**: Skyward Engine uses an Entity-Component-System (ECS) architecture to manage game objects and their behavior. The ECS design is optimized for speed and asynchrony, allowing your game to run smoothly and efficiently. It also includes a dedicated ECS section for internal rendering. - **OpenGL-based rendering**: Skyward Engine uses OpenGL as the underlying graphics library, allowing it to support both 2D and 3D rendering. The engine includes an extensive vertex system that supports a wide range of rendering operations. - **Uses the glium crate for rendering**: Skyward Engine uses the `glium` crate to provide a safe and convenient wrapper around OpenGL, allowing you to take advantage of the power of OpenGL while writing safe Rust code. - **Minimal codebase with minimal dependencies**: Skyward Engine has a minimal codebase and few dependencies, making it easy to integrate into your project and reducing the risk of conflicts with other crates. This also means that the engine has a small footprint and can be compiled and run quickly. ## Documentation You can find more detailed documentation for Skyward Engine on the documentation website. ## Contributions We welcome contributions to Skyward Engine! If you have an idea for a new feature or have found a bug, please open an issue on GitHub. If you would like to work on implementing a new feature or fixing a bug yourself, please fork the repository and open a pull request with your changes. ## License Skyward Engine is licensed under the MIT License. See [LICENSE](LICENSE.md) for more details.