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#![crate_name = "piston"] #![deny(missing_docs)] #![warn(dead_code)] //! A modular game engine written in Rust. //! //! This is the core library of the Piston Game engine. //! The `Piston` core library reexports the core modules. //! //! If you are looking for a convenient window wrapper, //! see [piston_window](https://github.com/pistondevelopers/piston_window). //! //! For examples, see [piston-examples](https://github.com/pistondevelopers/piston-examples). //! //! For more information and an overview, see [Piston's README in the core repository](https://github.com/pistondevelopers/piston). //! //! ### Design //! //! The Piston core is a thin and modular abstraction for user input, window and event loop. //! This functionality is separated into 3 core modules. //! //! The core modules are intended to be used directly by generic libraries. //! By depending directly on core modules, it is easier to maintain the ecosystem. //! //! This library is intended to be used in application code. //! When you write application code, it is common to separate reusable code, //! which depends on various abstractions, from platform specific code. //! The reusable code that you write for applications might use the Piston core. //! //! The default programming pattern in Piston is Model-View-Controller: //! //! - A controller handles events and manipulates a model //! - A view renders a model on the screen //! //! For more information about this pattern, see [Model-View-Controller (Wikipedia)](https://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller). //! //! The most important traits in Piston are the following: //! //! - [GenericEvent](input::GenericEvent) (allows handling of events for controllers) //! - [Window](window::Window) (allows polling of events) //! //! ### Link to documentation for core modules //! //! - [pistoncore-input](https://docs.rs/pistoncore-input) //! (User input and event handling) //! - [pistoncore-window](https://docs.rs/pistoncore-window) //! (Window abstraction) //! - [pistoncore-event_loop](https://docs.rs/pistoncore-event_loop) //! (Event loop) //! //! ### Points vs Pixels //! //! Since some computer screens have higher resolution than others, //! it is convenient to use two kinds of coordinate systems: //! //! - A pixel is a single square on the screen //! - A point is a unit used by window events and 2D graphics //! //! For example, the mouse cursor position events are measured in points. //! //! It is common to use points for 2D graphics to match window coordinates. //! //! Unintentional blurring, e.g. of rendered text, might be a side effect incorrect sampling. //! //! ### About Piston as a Game Engine //! //! Piston is a modular game engine with a minimal core abstraction. //! The core connects input events, window and event loop. //! //! Piston is designed for optimal modularity, //! making it optional to even use the core modules in many cases. //! The goal is to have as little abstraction as possible, //! while making larger libraries as independent as possible. //! The motivation is to encourage diversity and experimentation with various abstractions, //! without getting tied up to a fixed set of platforms, abstractions or vendors. //! You can combine Piston with any other library in Rust's ecosystem. //! This design has worked very well so far. //! //! For example (a few libraries, there are many more): //! //! - [Image](https://github.com/pistondevelopers/image) library is standalone //! from both the core and the 2D graphics library, //! only connected through the 2D graphics backends. //! - [Piston's 2D graphics](https://github.com/pistondevelopers/graphics) is optional and can be used without a window backend. //! The window backend can be used without a 2D graphics backend, and so on. //! - For image processing, see [Imageproc](https://github.com/pistondevelopers/imageproc). //! - [Dyon](https://github.com/pistondevelopers/dyon) is a Rusty dynamically typed scripting language, //! using a lifetime checker without garbage collection. //! //! For more information and an overview, see [Piston's README in the core repository](https://github.com/pistondevelopers/piston). //! //! When writing a library, please depend directly on the core module needed. //! This makes it less likely that the library will break. //! //! When writing an application, it is acceptable to use the `Piston` core. //! To use it you usually need a window backend: //! //! - [pistoncore-glutin_window](https://github.com/pistondevelopers/glutin_window) //! - [pistoncore-sdl2_window](https://github.com/pistondevelopers/sdl2_window) //! - [pistoncore-glfw_window](https://github.com/pistondevelopers/glfw_window) //! //! There are a [few other window backends as well](https://crates.io/search?q=piston%20window). //! //! Plus a 2D graphics backend (optional): //! //! - [piston2d-opengl_graphics](https://github.com/pistondevelopers/opengl_graphics) //! - [piston2d-gfx_graphics](https://github.com/pistondevelopers/gfx_graphics) //! - [piston2d-glium_graphics](https://github.com/pistondevelopers/glium_graphics) //! //! There are a [few other graphics backends as well](https://crates.io/search?q=piston%20graphics). //! //! You will find examples of how to get started in each 2D graphics backend repository. //! //! ### About Piston as a Project //! //! The Piston project is a huge collaboration across many projects, //! mainly focused on maintenance of libraries and research. //! Since this has been going on since 2014, there is too much out there //! to summarize here, but rougly the project is organized into two open source organizations: //! //! - [PistonDevelopers](https://github.com/pistondevelopers/) - everything game engine related //! - [AdvancedResearch](https://github.com/advancedresearch/) - everything advanced math related //! //! In addition we collaborate across organizations with other projects, mainly: //! //! - [Gfx-rs](https://github.com/gfx-rs/) - everything 3D graphics related //! - [RustAudio](https://github.com/rustaudio) - everything audio related //! //! In addition there are many other projects and organizations. //! //! For more information and an overview, see [Piston's README in the core repository](https://github.com/pistondevelopers/piston). // Reexported crates. pub extern crate input; pub extern crate event_loop; pub extern crate window; pub use input::*; pub use event_loop::*; pub use window::*;