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It starts with a lean low-level GPU abstraction focused at ergonomics and fun. It then grows into a high-level rendering library that utilizes hardware ray-tracing. It's accompanied by a [task-parallel asset pipeline](https://youtu.be/1DiA3OYqvqU) together with [egui](https://www.egui.rs/) support, turning into a minimal rendering engine. Finally, the top-level Blade engine combines all of this with Rapier3D-based physics and hides them behind a concise API. Talks:\n- [In GPU we Rust](https://youtu.be/92mwRCXvMVk) (Rust AI meetup, 2024)\n- [Blade - lean and mean graphics library](https://youtu.be/63dnzjw4azI?t=623) (Rust Graphics meetup, 2023)\n- [Blade asset pipeline](https://youtu.be/1DiA3OYqvqU) (Rust Gamedev meetup, 2023)\n- [Blade scene editor](https://www.youtube.com/watch?v=Q5IUOvuXoC8) (Rust Gamedev meetup, 2023)\n\n![architecture](https://raw.githubusercontent.com/kvark/blade/main/docs/architecture2.png)\n\n## Examples\n\n![scene editor](../blade-egui/etc/scene-editor.jpg)\n![particle example](../blade-graphics/etc/particles.png)\n![vehicle example](vehicle-colliders.jpg)\n![sponza scene](../blade-render/etc/sponza.jpg)\n\n## Instructions\n\nJust the usual :crab: workflow. E.g. to run the bunny-mark benchmark run:\n\n```bash\ncargo run --release --example bunnymark\n```\n\n## Platforms\n\nThe full-stack Blade Engine can only run on Vulkan with hardware Ray Tracing support.\nHowever, on secondary platforms, such as Metal and GLES/WebGL2, one can still use Blde-Graphics and Blade-Egui.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkvark%2Fblade","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fkvark%2Fblade","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkvark%2Fblade/lists"}