Keep It Simple, Stupid 3d graphics engine.
This library is born from the frustration that today’s 3D graphics library are either:
- Too low level: you have to write your own shaders and opening a window takes 8 hours, 300 lines of code and 10L of coffee.
- High level, but too hard to understand/use: these libraries are made to create beautiful photoreal (or close to it) animations or games. They have many features; too many, in fact, if you just want to draw a few objects on the screen with as little friction as possible.
kiss3d is not designed to be feature-complete or fast. It is designed to let you draw simple geometric figures and play with them with as little friction as possible.
- WASM compatible.
- Out of the box, open a window with a default arc-ball camera and a point light.
- First-person camera available as well, and user-defined cameras are possible.
- Render boxes, spheres, cones, cylinders, quads and lines simply
- Change an object's color or texture.
- Change an object's transform (we use nalgebra to do that).
- Create basic post-processing effects.
As an example, creating a scene with a red, rotating cube with a light attached to the camera is as simple as (NOTE: this will not compile when targeting WASM):
extern crate kiss3d;
use kiss3d::nalgebra::{Vector3, UnitQuaternion};
use kiss3d::window::Window;
use kiss3d::light::Light;
fn main() {
let mut window = Window::new("Kiss3d: cube");
let mut c = window.add_cube(1.0, 1.0, 1.0);
c.set_color(1.0, 0.0, 0.0);
window.set_light(Light::StickToCamera);
let rot = UnitQuaternion::from_axis_angle(&Vector3::y_axis(), 0.014);
while window.render() {
c.prepend_to_local_rotation(&rot);
}
}
Making the same example compatible with both WASM and native platforms is slightly more complicated because kiss3d must control the render loop:
extern crate kiss3d;
use kiss3d::light::Light;
use kiss3d::scene::SceneNode;
use kiss3d::window::{State, Window};
use kiss3d::nalgebra::{UnitQuaternion, Vector3};
struct AppState {
c: SceneNode,
rot: UnitQuaternion<f32>,
}
impl State for AppState {
fn step(&mut self, _: &mut Window) {
self.c.prepend_to_local_rotation(&self.rot)
}
}
fn main() {
let mut window = Window::new("Kiss3d: wasm example");
let mut c = window.add_cube(1.0, 1.0, 1.0);
c.set_color(1.0, 0.0, 0.0);
window.set_light(Light::StickToCamera);
let rot = UnitQuaternion::from_axis_angle(&Vector3::y_axis(), 0.014);
let state = AppState { c, rot };
window.render_loop(state)
}
Some controls are handled by default by the engine (they can be overridden by the user):
scroll
: zoom in / zoom out.left click + drag
: look around.right click + drag
: translate the view point.enter
: look at the origin (0.0, 0.0, 0.0).
You will need the last stable build of the rust compiler and the official package manager: cargo.
Simply add the following to your Cargo.toml
file:
[dependencies]
kiss3d = "0.32"
Note: If your project already uses nalgebra, you'll need the same version used by kiss3d
, or you may run into compatibility issues.
I’d love to see people improving this library for their own needs. However, keep in mind that kiss3d is KISS. One-liner features (from the user point of view) are preferred.
Thanks to all the Rustaceans for their help, and their OpenGL bindings.