A feature-rich 3D game engine written in Rust with a scene editor. Most powerful 3D game engine written in Rust so far.
If you want to support the development of the project, click the link below. I'm working on the project full time and use my savings to drive development forward, I'm looking for any financial support.
Writing a 3D Shooter using rg3d:
These screenshots are from Station Iapetus which is a commercial project made with the engine.
These screenshots are from rusty-shooter which is a big demo for the engine.
There are many examples covering various aspects of the engine. Also don't hesitate to create an issue or ask on Discord if you need help!
- Deferred shading.
- Renderer based on OpenGL 3.3 Core (released in 2010) which means that your game will run on almost any relatively modern GPU.
- Directional light.
- Point light + shadows.
- Spot light + shadows.
- Bump mapping.
- Screen-Space Ambient Occlusion (SSAO).
- Soft shadows.
- Volumetric light (spot, point).
- Instancing - render lots of objects without any overhead.
- FXAA
- Render in texture.
- Sky box.
- Multi-camera rendering.
- Multiple scenes.
- Lightmap generator.
- Level-of-detail (LOD) support.
- Scene graph with pivot, camera, mesh, light, particle system, sprite nodes.
- Built-in save/load - save/load the state of the engine in one call.
- High quality binaural sound with HRTF support.
- Skinning.
- Particle systems with soft particles.
- A* pathfinder.
- Navmesh.
- FBX Loader.
- Full TTF/OTF fonts support (thanks to fontdue and ttf-parser crates).
- PNG, JPG, TGA, DDS, etc. textures (thanks to image crate).
- Compressed textures support (DXT1, DXT3, DTX5)
- Advanced node-based UI with lots of widgets.
- Animation blending state machine - similar to Mecanim in Unity Engine.
- Animation retargetting - allows you to remap animation from one model to another.
- Async asset management (textures, models, sound buffers).
- Advanced physics (thanks to the rapier physics engine)
- Rigid bodies.
- Rich set of various colliders.
- Joints.
- Ray cast.
- Many other useful features.
- Core library.
- Fast iterative compilation
- Debug: ~3 seconds
- Release: ~8 seconds
- Lots of examples.
Q: Does rg3d use ECS?
A: No. It uses generational pools (arenas) which are optimized for efficient memory management to retain more static type safety.
Q: Examples running too slow on my PC, FPS is too low, help!
A: First, make sure you run examples on the discrete GPU, not on a built-in of your CPU. Built-in GPUs are very slow and not suitable for rg3d. Second, make sure your discrete GPU is powerful enough to run modern games at a decent frame rate.
- Windows - full support
- Linux - full support
- macOS - full support
- WebAssembly - not supported yet: any help is appreciated (tracking issue).
rg3d requires the latest stable Rust compiler.
Contributions are very welcome! Feel free to open Issues and Pull Requests.
Check the good first issue label to see where you can help.