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lumenpyx's Introduction

A unique 2D-pixel art renderer with heightmaps to simulate 3d shadows.

Examples

This is the best example I have for now, the renderer is capable of much more than this, but I'm not a great artist. If this video doesn't load you can view it here.

output.mp4

Here is a static scene: image

Compatibility

This crate is cross-platform.

Re-Exports

I re-export the Winit crate because it is necessary for window management.

Getting Started

You can find the crate here and download it using cargo add lumenpyx. Check out the discord, we've got a help channel. Check out the wiki, the docs for this library are kept there. I will keep updated as time goes on. If there is anything that you would like a docs page for let me know!

Contributing

Contributions are welcome! Start by filing an issue and we can work forward from there! If you're not sure what to work on but you want to help Join the discord and ping me, I'm happy to help!

lumenpyx's People

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lumenpyx's Issues

Implement a sprite mixing system

This would be a more general version of masks where a framebuffer is made and two objects are drawn on top of each other with a user-defined mix function after rendering to the framebuffer the framebuffer is drawn to the main framebuffer.

Fix the reflections as shown in the reflection test

The reflections in the test are not behaving as expected
image
We should see it be skewed, but instead it seems to be intersecting with it's own color rather than bouncing and intersecting with another pixel.

Add a camera

The camera needs to be changeable by the user

Add reflection testing.

Not sure the reflections are working properly, make an example to test this. Also, probably write some special test code to visualize better what is happening

Refactor draw_all

draw_all is a mess in its current state, it needs to be broken up into a couple of functions.

Add a render setting to render an area around the screen

Problem

When the camera is close to the scene the reflections don't always all land on the scene. This results in a portion of the surface having no reflections

Proposed Solution

Add a render setting to add an additional rendering area around the camera. This would allow reflections to land on offscreen surfaces.
A visual example of what this would look like:
image

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