Baryon is a compact 3D engine focused on fast prototyping in code.

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Overview

baryon

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Baryon is a compact 3D engine focused on fast prototyping in code. No big dependencies, no fancy run-times, GUI editors, or other magic.

Dependency highlights:

For a similar but more complete experience, with bigger focus on ECS, consider Dotrix. For more features and bigger community, consider Bevy. For better performance and experimental high-tech, consider Rend3.

cube-ception pickachu

Comments
  • Geometry for basic vector graphics

    Geometry for basic vector graphics

    I've started something to add basic support for lyon vector graphics.

    The lyon API surface is big and I don't know how efficiently we can integrate it tightly but at least this is a start.

    One thing I find strange in my own code is that in the shapes example I had to divide the width by 4 instead of 2 in oder to center the image.

    opened by wrnrlr 1
  • Stop creating pipelines dynamically

    Stop creating pipelines dynamically

    In the beginning, I thought that passes may need many different pipelines not known ahead of time, but it turns thought really unnecessary. They should be able to pre-create all the pipelines they need at initialization. So PipelineKey thing should go away or be simplified.

    enhancement 
    opened by kvark 1
  • gltf: node reordering, cameras

    gltf: node reordering, cameras

    Closes #10 Also changes load-gltf example to load the "pbr-test" from https://github.com/aclysma/rendering-demo-scenes, but the file itself is not included, blocked on https://github.com/aclysma/rendering-demo-scenes/issues/3

    opened by kvark 0
  • Topologically sort nodes from gltf import

    Topologically sort nodes from gltf import

    It looks like gltf likes to specify node parents after children:

    Node Some("Point_Orientation")
    Node Some("Point")
            -> Some("Point_Orientation")
    Node Some("Camera_Orientation")
    Camera Some("Camera") depth 0.1..1000.0 proj Perspective { fov_y: 22.895193 } at Node { parent: NodeRef(1), local: Space { position: Vec3(0.0, 0.0, 0.0), scale: 1.0, orientation: Quat(-0.70710677, 0.0, 0.0, 0.70710677) } }
    Node Some("Camera")
            -> Some("Camera_Orientation")
    

    We need to handle this better. Currently the parent nodes are missed completely.

    bug 
    opened by kvark 0
  • UI inspector

    UI inspector

    Since we store most things in a ECS, it would be really cool to be able to display all the entities and their properties in UI, with an ability to tweak them.

    enhancement 
    opened by kvark 0
Owner
Dzmitry Malyshau
Dzmitry Malyshau
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