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render: create ViewTarget to make it easier to render to a non-surface texture and chain together postprocess steps
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.lapce render: get first image from RenderGraph, just a simple hard coded triangle 2024-05-08 18:27:10 -04:00
.vscode render: move render targets to be graph slots, create present passes and base passes 2024-05-19 12:56:03 -04:00
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lyra-ecs ecs: impl Clone for World and return entity in dynamic views 2024-04-27 00:21:26 -04:00
lyra-game render: create ViewTarget to make it easier to render to a non-surface texture and chain together postprocess steps 2024-06-26 21:33:39 -04:00
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lyra-scene scripting: fix lua scripting (#13), create an example for it 2024-04-27 00:52:47 -04:00
lyra-scripting scripting: improve macros to make it easier to create wrappers 2024-04-27 19:43:45 -04:00
src Large restructuring so lyra-scripting can create a Plugin 2024-01-04 23:25:29 -05:00
.envrc reflect: fix type registry from changes with ecs resources 2024-03-30 22:42:41 -04:00
.gitignore Create a testbed example to make developing the engine easier 2023-09-29 14:57:22 -04:00
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Cargo.lock render: rename RenderGraphPass to Node to better represent what it actually is in the RenderGraph 2024-06-06 19:37:25 -04:00
Cargo.toml render: create RenderTarget and Frame, making it easier to render to a non-surface texture 2024-06-23 20:25:57 -04:00
LICENSE Create window, handle simple input 2023-09-08 01:05:59 -04:00
README.md Convert the engine into a lib package 2023-09-08 01:06:50 -04:00
rust-toolchain.toml Switch nix-shell to use oxalica overlay to get miri working, fix memory leak in archetypes 2024-03-31 10:56:04 -04:00
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README.md

Lyra Engine

This is a very WIP custom game engine written in Rust.