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WORK IN PROGRESS
- LibrarianLib
- 4,262,402 downloads
- particle system
- (based on Unreal’s Niagra, almost entirely based on what’s shown in the feature highlight livestream)
- efficient, with nearly zero object allocation simulation and ray-world collision, in order to facilitate tens of thousands of particles with full world collision.
- reflection based animation of any field
- including recursive creation of new objects when changing immutable fields (e.g. create a new `Vec3d` when changing its `x`)
- keyframe animations with custom easings
- ability to create lerp functions for custom types
- automatic annotation/reflection-based serialization library
- generic type serialization
- type polymorphism (opt-in for efficiency sake)
- serialize data into existing objects
- resuses mutable objects if possible (clearing and refilling lists/maps so final list/map fields can be changed)
- GUI framework
- data-driven sprite rendering? (9-slice, tiling, etc.)
- Facade
- (many parts of the recent refactor were inspired by parts of UIKit I found useful)
- (the original version was created relatively early in my journey making GUIs, so its hierarchical structure was based on, of all things, HTML)
- recursive layer-based GUI library
- stencil masks
- render-to-texture (both flat and direct)
- layers can have filter shaders applied
- alpha and luma masking, normal and inverted, plus different defaults for pixels without a mask layer
- flatten layers to modulate opacity of an entire collection of them
- implicit animation
- simple conversions between coordinate spaces of different components
- HUD that tracks every built-in HUD element and allows layers to be attached to them (e.g. just able to say “put this icon to the left of the health bar when it’s below 50%” without having to worry about where the health bar is)
- Pastry
- LibrarianLib 1.14
- models:
- blender exporter to custom obj extension format, allowing skeletal rigging and animation export, plus systems to render these models in the game.