# Rust Game Framework Warning: this version is unchecked and - most likely - messed up. Future updates ***SHALL*** fix this. ## Will eventually contain: * Utility for rendering (todo) * ECS (todo) * Rapier physics engine integration(collisions, rigidbodies, etc)? * This list most likely update frequently as soon as i'm still active on this project As of now, the crate aims to prioritize simplicity. ## A simple 3D scene: ```rust use tiny_game_framework::{ glam::{vec2, vec3, vec4, Vec4}, gl::{Clear, COLOR_BUFFER_BIT, DEPTH_BUFFER_BIT}, EventLoop, Renderer, Cuboid, }; fn main() { let resolution = vec2(800., 800.); let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32); let mut renderer = Renderer::new(); let c = Cuboid::new(vec3(600., 600., 600.0), vec4(1.0, 1.0, 1.0, 1.0)).mesh(); renderer.add_mesh("c", c).unwrap(); el.window.set_cursor_mode(glfw::CursorMode::Disabled); while !el.window.should_close() { el.update(); renderer.camera.mouse_callback(el.event_handler.mouse_pos.x, el.event_handler.mouse_pos.y, &el.window); renderer.camera.input(&el.window, &el.window.glfw); renderer.camera.update(renderer.camera.pos); let frame = el.ui.frame(&mut el.window); frame.text("hello, world!"); unsafe { Clear(COLOR_BUFFER_BIT | DEPTH_BUFFER_BIT); renderer.draw(&el); el.ui.draw(); } } } ```