NIL is currently a work in progress, and this page will be updated once it reaches a testing phase.
The application uses Rust's thread safety utilities to enable parallel processing of almost all game logic.
WGPU provides a modern rendering pipeline that enables instancing of model geometry for a performance advantage.
An animation buffer is used to interpolate positions and vertices of any on-screen object.
Browse the source code, suggest changes, or develop it yourself!Git Repo
After installing Rust, the project can be started with either
make fps should display an FPS indicator, which can be useful for performance monitoring.
assets/ are iterated through recursively to generate the set of items used in the game. A file such as
assets/nil/blocks/nullium.yml can be referenced in the codebase with the identifier
Each YAML file must specify a default
texture key, referencing a PNG texture, and a
model key, referencing an OBJ model file.
Additional conditions can be added to these files to swap models or textures when the object is in a particular state.
model: nil/blocks/block texture: nil/blocks/nullium
OBJ files can be exported from Blender. All vertex positions should be within the range of
In this project, "emissive pixels" are defined as pixels which are not subject to any lighting effects (they do not actually emit any light). An emissive pixel can be created by setting its alpha channel to exactly 254.