A rectangle packing library. Heavily tested with random data to ensure that it always produces correct result.
A packer for cramming lots of rectangles into a larger one, designed primarily with sprite packing in mind.
Core algorithms and API for packing images into texture atlases (Skyline / MaxRects / Guillotine). Returns pages (RGBA) and metadata (JSON/Plist/templates).
A general purpose, deterministic bin packer designed to conform to any two or three dimensional use case.
2d transform propagation and systems for lunar
3d components and systems for lunar — transform hierarchy, camera, mesh, material, lighting
asset system: Handle<T>, AssetServer, async loading, hot-reloading, font/audio/texture loaders
texture atlas: maxrects bin-packing, region lookup, manifest serialization (RON/binary)
core engine: game loop, ECS wiring, plugin system, scenes, hierarchy, error handling
public API facade: re-exports all types game code needs from engine sub-crates
LIF (.li) — lossless image format with planar layout, delta filter, and zstd compression
input subsystem: keyboard, mouse, gamepad via SDL3 (native) or web-sys (WASM)