libDQG
libDQG is a personal 2D/3D game framework in Rust, built on wgpu and
winit. It’s a hobby successor to an earlier DirectX 9
framework, moving away from OOP/inheritance toward data-driven design. It isn’t meant to be a
general-purpose production engine — it favors simplicity and directness over extensibility.
The workspace has three crates:
core— thelibdqglibrary: the framework itself (renderer, scene/ECS, input, scripting runtime, and so on).demo— a small game exercising the framework, effectively the framework’s own integration test/sample.editor— a visual scene editor built onlibdqg, with its own project file format, mesh-accurate picking, and a Rhai-based scripting system for entity behavior.
Where to go from here
- Architecture — how the pieces fit together: the game loop, the renderer, the ECS, transforms, and the editor.
- Scripting — the API available to
.rhaiscripts attached to entities in the editor. - API reference — generated documentation for every public type and
function in the
libdqgandeditorcrates.
Source
The source code lives at github.com/doqin/libDQG.