amble_engine
Fully data-driven text adventure / I.F. game and scripting engine.
Are we game yet?
2D and 3D engines and frameworks
A deterministic 2D and 3D game engine with Rune scripting, Rapier physics and a built-in editor
A from-scratch game engine written in Rust using WGPU, featuring real-time Ray Tracing and Physically Based Rendering (PBR)
Rust interface to the Corange game engine, written in Pure C, SDL and OpenGL by Daniel Holden. Features include: deferred rendering, UI rendering, text rendering, multiple lights, post-processing effects, SSAO, shadow mapping, color correction, skeletal animation, inverse kinematics, collision detection, OpenCL support, asset management, entity management, terrain, file loaders including .dds, .wav, .bmp, .obj, .smd, 3D math.
A game engine for carvable worlds: terrain is a volumetric SDF, so whole planets are diggable at runtime. Built-in editor, Lua scripting, rollback netcode, and in-editor tutorials that check your progress.
An engine for Vulkan in Rust, tries to implement modern graphic features. (suspended for now)
MOYU - Visual Novel Engine, Progressive, Cross-platform, Written in Rust, Build interfaces and gameplay with React in QuickJS.
Lotus is a game engine with the main focus of being easy-to-use and straight forward on developing 2D games.
Deterministic, code-first game engine, published as the renew-* crates: bit-reproducible fixed-timestep simulation in fixed point, Vulkan rendering, and a command-line face on every capability.
A CP437/ASCII terminal library and helpers to make creating roguelike games in Rust easy. Similar to libtcod, but aiming to be Rust-native.
Bindings to SDL3, a cross-platform library to abstract the platform-specific details for building applications.
Bindings to StereoKit: an easy-to-use Mixed Realty engine, designed for creating VR, AR, and XR experiences
A cross-platform game engine focusing on fast prototyping and having fun with hot reloading and an editor
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