A game engine
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2025-03-11 01:13:05 +01:00
crates fix: refactored set_buffers a bit for a more efficient buffer overwrite 2025-03-11 00:41:16 +01:00
examples feat: added examples to the repo 2025-03-11 01:13:05 +01:00
resources feat: added textures 2025-01-01 06:46:42 +01:00
src feat: added examples to the repo 2025-03-11 01:13:05 +01:00
build.rs fix: forgot the tomls 2025-03-04 23:53:11 +01:00
Cargo.toml feat: added examples to the repo 2025-03-11 01:13:05 +01:00
README.md update README 2025-03-08 02:09:15 +01:00

☄️ Comet

a free and open source games framework

Warning

This project is in early development and is not yet ready for use.

It could be potentially used to make something very basic in a very hacky way, but it is not a good experience.

Installation is manual as of right now but if it reaches an acceptable state I will publish the crate.

There is a plan for a project creation tool that will automate the project setup process.

The project structure should look like this:

project
│   Cargo.toml
│   build.rs
│   crates
│   └── comet
│   resources
│   └── shaders
│   └── textures
│   src
│   └── main.rs
# Cargo.toml 
# ...
[dependencies]
comet = { path = "path/of/the/comet/crate" }  
# ...
// main.rs example 
use comet::prelude::*;

struct GameState {}

impl GameState {
    pub fn new() -> Self {
      Self {}
    }
}

// This function will be called once before the event loop starts
fn setup(app: &mut App, renderer: &mut Renderer2D) {}
// This function will be called every tick 
fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {}

fn main() { 
    App::new() // Generate a basic 2D app
        .with_preset(App2D) // Pre-registers the `Transform2D` component in the world
        .with_title("Comet App") // Sets the window title
        .with_icon(r"resources/textures/comet_icon.png") // Sets the window icon
        .with_size(1920, 1080) // Sets the window size
        .with_game_state(GameState::new()) // Adds a custom game state struct
        .run::<Renderer2D>(setup, update) // Starts app with the given 
}
// build.rs example

use anyhow::*;
use fs_extra::copy_items;
use fs_extra::dir::CopyOptions;
use std::env;

fn main() -> Result<()> {
    println!("cargo:rerun-if-changed=resources/textures/*");
    println!("cargo:rerun-if-changed=resources/shaders/*");

    let out_dir = env::var("OUT_DIR")?;
    let mut copy_options = CopyOptions::new();
    copy_options.overwrite = true;
    let mut paths_to_copy = Vec::new();
    paths_to_copy.push("resources/textures/");
    paths_to_copy.push("resources/shaders/");

    copy_items(&paths_to_copy, out_dir, &copy_options)?;

    Ok(())
}

Todo

(not ordered by importance)

  • (out of the box) Rendering
    • 2D
      • texture rendering
      • world rendering
      • text rendering
    • 3D
    • flexible camera system
      • 2D
        • general Camera2D component
        • priority system
      • 3D
        • general Camera3D component
        • priority system
    • Particles
    • Post-processing
  • Math
    • Vectors
    • Matrices
    • Quaternions
    • Interpolation
    • Bezier curves
    • Easing functions
    • Noise
    • Ray-casting
    • Pathfinding
  • ECS
    • Components
    • Entities
    • Archetypes
    • World
      • general management
      • saving
      • loading
  • Input
  • Sound
  • Physics
  • Basic Plugin System
    • Custom Renderer
    • Custom Game State