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[abandoned] Totally not inspired Rust 3D library

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three-rs

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NOTE: project is abandoned for being stuck with an old graphics stack (gfx-rs pre-ll). It needs to either be ported to wgpu (see #222), or written anew, like https://github.com/kvark/baryon.

Totally not inspired Rust 3D library! Ok, maybe, just a tiny bit... by Three.JS.

If you a looking for something simple to prototype 3D graphics with, you found it.

Screenshots

Aviator CarObj glTF-skinning

Motivation and Goals

Three-rs is focused at the ergonomics first and foremost. Being able to prototype quickly and code intuitively is more important than capturing all the 3D features. We already have a solid foundation with gfx-rs, so let's make some use of it by providing a nice higher-level abstraction.

We do leave the room for optimization opportunity here. Given the low-level declarative style of the API, the implementation can do a lot of tricks to ensure decent performance by default:

  • use of efficient low-level native graphics APIs
  • reordering the calls into passes, minimizing state changes
  • automatic instancing

Interestingly, you can observe an new trend in rust-gamedev community to mimic existing libraries: Amethyst was created to be Rust version of Autodesk Stingray engine (formely Bitsquid), ggez is a re-interpretation of Love2D engine, and now three-rs attempting to capture Three.JS usability. This is not to say that we failed to find our own path, I just see the current step inevitable.

Examples

Init submodule

git submodule update --init test_data

Build

cargo build --example <name>

Run

cargo run --example <name>

License

Licensed under either of the following terms at your choice:

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

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[abandoned] Totally not inspired Rust 3D library

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