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Homebrew 4D Game Engine In Rust, inspired by Engine4D
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123456789101112131415161718192021222324252627282930313233343536373839404142434445464748//! 4D Rendering Library//!//! This crate provides the wgpu-based rendering pipeline for displaying//! 3D cross-sections of 4D geometry.//!//! ## Key Components//!//! - [`context::RenderContext`] - WGPU device, queue, and surface management//! - [`camera4d::Camera4D`] - 4D camera with position and rotation//! - [`pipeline::SlicePipeline`] - Compute shader for 4D->3D slicing//! - [`pipeline::RenderPipeline`] - 3D rendering with lighting//! - [`renderable::RenderableGeometry`] - Converts World/Entity to GPU buffers//! - [`sprite::SpriteBatch`] - 2D billboard sprites in 4D space with W-fade//! - [`particle::ParticleSystem`] - 4D particle effects with physics//! - [`egui_overlay::EguiRenderer`] - 2D HUD overlay with egui//!//! ## Shapes//!//! Shape geometry is defined in `rust4d_math`. This crate re-exports the shapes//! for convenience, but you can also import them directly from `rust4d_math`.
pub mod camera4d;pub mod context;pub mod egui_overlay;pub mod particle;pub mod pipeline;pub mod renderable;pub mod sprite;
// Re-export core types for conveniencepub use rust4d_core::{ConvexShape4D, Hyperplane4D, Tesseract4D, Tetrahedron};pub use rust4d_core::{DirtyFlags, Material, ShapeRef, Tags, Transform4D, World};pub use rust4d_core::{RotationPlane, Rotor4, Vec4};
// Re-export renderable for easy accesspub use renderable::{position_gradient_color, CheckerboardGeometry, RenderableGeometry};
// Re-export sprite types for easy accesspub use sprite::{Sprite, SpriteBatch, SpriteSheet, WFadeConfig};
// Re-export particle types for easy accesspub use particle::{ BlendMode, BurstConfig, EmitterConfig, Particle, ParticleEmitter, ParticleSystem,};
// Re-export egui overlay types for easy accesspub use egui_overlay::{EguiRenderer, HudContext, RawInput, ScreenDescriptor};