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Pages 17
- Home
- CLI Tool Design
- Configuration Design
- Definitions
- Development Workflow
- ECS Design Crossroads
- Entity and Component Design
- Entity Component System Specs
- Event Handling Design
- Frequently Asked Questions
- Game State Machine Design
- Modularity Design
- Other Game Engines in Rust
- Project Structure Design
- Releases
- Renderer Design
- System Design
- Show 2 more pages…
Basics
Package List
Design Documents
- Engine
- Renderer
- Tooling
Development
Community
Clone this wiki locally
Welcome to the Amethyst wiki! This wiki is still being built, so some things may be missing or incomplete. If you have any questions, please ask them on Gitter.
Basics
- Game developers should read the Amethyst Book.
- A crate-level API reference can be found here.
- A glossary of common terms can be found here.
Package List
-
amethyst - The game engine itself
- amethyst_core - Core types used by various amethyst crates
- amethyst_assets - Asynchronous asset management framework
- amethyst_config - Macros for declaring and loading configuration files
- amethyst_input - Winit compatible input state manager.
- amethyst_renderer - Parallel renderer powered by [gfx][gf]
- amethyst_audio - Audio support for Amethyst
- amethyst_gltf - GLTF asset loading
- amethyst_utils - General purpose Amethyst utils
- amethyst_tools - Command-line tools to help manage game projects
Design Documents
These pages describe the overall design for Amethyst going forward. Anyone willing to contribute to these documents must read all the links in the "Design Inspiration" section of the Contribution Guidelines.
Amethyst's overall design is very much in a nebulous state right now, but you can peek at the details if you're interested in what it could become. The design documents might not necessarily reflect the final representation and are not always updated.
- Engine
- Renderer
- Tooling