This project aims to create a minimal, yet usable, game engine. It is heavily inspired by the Pixel Game Engine, with the goal of creating something that abstracts away the complexities of creating graphical, interactive apps and games. Right now, it's a thin wrapper around SDL2 (using the sdl2 crate) for visuals.
This is highly experimental so far, so if you have any ideas or would like to contribute, please sub mit an issue.
The simplest SGE program looks like this:
```rust use simplegameengine::{self as sge, prelude::*}; use std::error::Error;
struct App {}
impl sge::Application for App {
fn on_create(
&mut self,
canvas: &mut WindowCanvas,
input: &InputState,
) -> sge::ApplicationResult {
// Do one-time initialisation here
Ok(true) // true
indicates to continue running the application
}
fn on_update(
&mut self,
canvas: &mut WindowCanvas,
input: &InputState,
elapsed_time: f64,
) -> sge::ApplicationResult {
// Handle user input, update the canvas, and perform any other tasks to be ran on each frame
Ok(true) // `true` indicates to continue running the application
}
}
fn main() -> Result<(), Boxtrue
starts the app with vsync enabled
}
```
on_create
and on_update
are optional, but their default implementation does nothing, so
you'll probably want to define some logic for at least on_update
, which is called for every
frame.