A fast, extensive game engine written in Rust.
- Fast and asynchronous ECS design: Skyward Engine uses an Entity-Component-System (ECS) architecture to manage game objects and their behavior. The ECS design is optimized for speed and asynchrony, allowing your game to run smoothly and efficiently. It also includes a dedicated ECS section for internal rendering.
- OpenGL-based rendering: Skyward Engine uses OpenGL as the underlying graphics library, allowing it to support both 2D and 3D rendering. The engine includes an extensive vertex system that supports a wide range of rendering operations.
- Uses the glium crate for rendering: Skyward Engine uses the
glium
crate to provide a safe and convenient wrapper around OpenGL, allowing you to take advantage of the power of OpenGL while writing safe Rust code. - Minimal codebase with minimal dependencies: Skyward Engine has a minimal codebase and few dependencies, making it easy to integrate into your project and reducing the risk of conflicts with other crates. This also means that the engine has a small footprint and can be compiled and run quickly.
You can find more detailed documentation for Skyward Engine on the documentation website.
We welcome contributions to Skyward Engine! If you have an idea for a new feature or have found a bug, please open an issue on GitHub. If you would like to work on implementing a new feature or fixing a bug yourself, please fork the repository and open a pull request with your changes.
Skyward Engine is licensed under the MIT License. See LICENSE for more details.