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Homebrew 4D Game Engine In Rust, inspired by Engine4D
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README.md
Rust4D Examples #
Examples demonstrating the Rust4D 4D rendering engine.
Running Examples #
cargo run --example 01_hello_tesseract
cargo run --example 02_multiple_shapes
cargo run --example 03_physics_demo
cargo run --example 04_camera_exploration
Example Index #
| Example | Description | Key Concepts |
|---|---|---|
| 01_hello_tesseract | Minimal 4D rendering setup | World, Entity, Camera4D, basic render loop |
| 02_multiple_shapes | Multiple objects with colors | Transform4D, Material, keyboard input |
| 03_physics_demo | Physics with gravity | PhysicsConfig, RigidBody4D, collision |
| 04_camera_exploration | Full camera controls | CameraController, mouse look, 4D navigation |
| 05_audio_demo | 4D spatial audio | AudioEngine, bus routing, W-distance attenuation |
| ron_preview | Scene file viewer | RON scene loading |
| headless_protocol | Automated visual verification — renders a scripted movement protocol offscreen, saves PPM frames + numeric slice-plane logs. No window needed. | Offscreen wgpu, slice invariant, screenshot diffing |
| shape_showcase | Primitive catalog verification — renders all built-in primitives at 3 slice offsets × 3 orientations, saves PPM frames and triangle-count logs. | Mesh4D, polytopes, curved shapes, visual regression |
Learning Path #
- Start with 01_hello_tesseract - Understand the basic render pipeline
- Move to 02_multiple_shapes - Learn about transforms and materials
- Try 03_physics_demo - See how physics integration works
- Explore with 04_camera_exploration - Master the full control scheme
Controls Reference #
| Input | Action |
|---|---|
| WASD | Move in XZ plane |
| Space | Jump (physics examples) |
| Shift | Move down |
| Q/E | Move along W-axis (4th dimension) |
| Mouse | Look around |
| Scroll | Adjust slice offset |
| R | Reset camera |
| F | Toggle fullscreen |
| Escape | Release cursor / Quit |