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TRS_24

License Crates.io Downloads Docs

An OpenGL-Powered Game Engine in Rust (OpenGL 2.0+)

Features

  • Multidimential: Supports both 3D and 2D rendering.
  • Performance: Engineered for optimal performance.
  • Cross-Platform: Supports Windows, MacOS, Linux, and Android builds.
  • OpenGL 2.0 API: Opens door for diverse GPU/iGPU compatibility.
  • Bundler (WIP): Built-in bundling system for Windows, MacOS, Linux, and Android.

Getting Started

Fundamentally, using two files is the ideal approach for using the engine. Primary file lib.rs solely used for running the window on Android and building a shared object (*.so). Secondary file main.rs solely used for testing purposes on the host machine, and building for **Non-Android platforms. Both of these files need to be in the src directory.

For both of these files to co-exist, the following needs to be in Cargo.toml:

[lib]
# Causes the production of a dynamic system library
crate-type = ["cdylib"]

[[bin]]
name = "test"
path = "src/main.rs"

Both files will have their own respectable structure:

  • Structure for lib.rs:

Note

Notice the necessity of #![cfg(target_os = "android")] at the first line, and the #[no_mangle] attribute before the android_main function. They NEED to exist, otherwise you'll run to errors and crashes for compliation and building, respectively.

#![cfg(target_os = "android")]

use trs_24::overture::*;

#[no_mangle]
pub fn android_main(app: AndroidApp) {
    // Creates an event loop for android platforms only.
    let event_loop = EventLoopBuilder::new().with_android_app(app).build();

    // The rest of your code here...
    // 99% of the time, this is the place for the content of the 
    // main function in main.rs, excluding the event_loop definition 
}
  • Structure for main.rs:
use trs_24::overture::*;

pub fn main() {
    // Creates an event loop for non-android platforms only.
    let event_loop = EventLoopBuilder::new().build();

    // The rest of your code here...
}

ℹ️ To try and view a fully complete example, clone the repository and head to the example directory.

Build & Bundle

Full instructions for Android and Non-Android target platforms are within the wiki page Build & Bundle.