Voxel Game (engine)
2D graphics library based on Signed Distance Fields focused on UI usage.
platform/windowing agnostic input library
higher level glfw abstraction, might get merged into factor/extra/
text-rasterization library with c-ffi based on fontdue
roleplay library to make (unsafe) rust sane to use
testing ground, samples and demos for libraries or internal functionality
- newest
factor
installation - newest
rust
installation withnightly
toolchain active - newest
glfw
andopengl
(4.6) (Windows: havingglfw.dll
infactor/
works) - add this directory to your
.factor-roots
(run:scaffold-factor-rc
within factor and add this path)
TODO!
- run
cargo build --release
in this directory - move
target/release/glyphers.dll
orlibglyphers.so
into yourfactor
directory - type
"cuber" run
within factor, or any of the demos or samples ex:"samples.glfw" run
Done: initial setup next goals are rendering 3d grids via only DDA and basic world-gen
Done: primitive shapes and basic text rendering
- more primitives
- caching (only text rasterization is cached right now)
- tree-hirarchy
- input
- rasterized text to sdf conversion
Done: basically done, only minor changes and predefined interop missing
- glfw mouse support and other events
- factor ui interop
- cleaning up api and speeding up internals
Done: supports very basic multi-font text rasterization
- text-alignment
- multiline text with max width and height
- font sizes (I just realized I don't actually do this yet lol)
Done: functionally done, only higher level improvements needed
- improve api (missing events for higher level)
- make multiple window support and "main-thread" loops nice to use