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cuber

Voxel Game (engine)

sdfui

2D graphics library based on Signed Distance Fields focused on UI usage.

pressa

platform/windowing agnostic input library

glfw

higher level glfw abstraction, might get merged into factor/extra/

glyphers & glyphers_ffi

text-rasterization library with c-ffi based on fontdue

liverking

roleplay library to make (unsafe) rust sane to use

samples

testing ground, samples and demos for libraries or internal functionality

Building

requirements

  1. newest factor installation
  2. newest rust installation with nightly toolchain active
  3. newest glfw and opengl (4.6) (Windows: having glfw.dll in factor/ works)
  4. add this directory to your .factor-roots (run: scaffold-factor-rc within factor and add this path)

automatically

TODO!

manually

  1. run cargo build --release in this directory
  2. move target/release/glyphers.dll or libglyphers.so into your factor directory
  3. type "cuber" run within factor, or any of the demos or samples ex: "samples.glfw" run

Status

Cuber

Done: initial setup next goals are rendering 3d grids via only DDA and basic world-gen

SDFUI

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

Pressa

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

Glyphers

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)

GLFW

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