3D
Shapes, meshes, animation, physics, rendering, XR, worlds and interfaces for three-dimensional programs.
Shapes and sculpting
sdf: Signed distance fields: shapes as functions from a point to its distance from the surface.sdfmesh: Any signed distance field sampled on a grid and made into a manifold mesh of quads, on the CPU or the GPU.sculpt: Edit-mode tools on polygon meshes: bevel, subdivision, multires and the like, rebuilt from Blender's manual.sculptbrush: Sculpt Mode's brushes and stroke engine on a fixed-topology mesh; a recipe of strokes replays to the same bits.shapefit: Deterministic instruments for deciding how to shape a mesh: fits, landmark alignment and measures.skinmesh: A quad mesh grown from a graph of nodes and edges, with a rig from the same graph.quadremesh: Automatic quad retopology: a mesh of triangles or polygons becomes a mesh of quads at a face count asked for.morphogen: Form that arises from growth rules (morphogenesis), made as graphs of points.starship: Elizabeth's "Starship 1", the skeletal dragon ship, reproduced.
Meshes and geometry
geomath: The numbers 2-D and 3-D worlds are built from: vectors, matrices, quaternions, colours.mesh: Surfaces made of polygons in the two forms the industry keeps them in: indexed triangles and a half-edge polygon mesh.spatialindex: Where things are, asked three ways: which boxes a ray, a box, a ball or a frustum meets.autolod: Levels of detail for any mesh, made automatically, ending in an octahedral impostor.gltfimport: glTF 2.0 models read into plain data: meshes, materials, a node tree, skins and animations.
Procedural nature and surfaces
noise: Coherent noise for displacement and procedural textures, the same on the CPU and (mostly) bit for bit on the GPU.noiserock: Rocks as meshes, from a sphere cut by planes and roughened by noise.weberpenn: Trees grown by Weber and Penn's parametric method, as a skeleton of stems and then meshes.leafrosette: Low plants that grow as a ring of blades from one point, as meshes.groundcover: Lush, lived-in ground from rules.terraingen: Landscapes from parameters: a terrain described as data, then eroded and made.terrainlod: Ground that refines itself with distance, over any height function or heightmap tiles.oceanwaves: An FFT ocean, calm to storm, that can be stepped, queried and drawn.analyticdaylight: The light of a clear day and its night as functions of the time of day: sun, moon, sky colour.boidflock: Flocks of small birds flying round a home point over rising and falling ground, and how each flaps.surfacepatterns: Procedural patterns that fill a tile with a recognisable surface (boards, shingles, stone, bark, brick) and its material maps.pbrmaterial: What goes into a physically based material: its parameters, and textures of them baked from procedural noise.
Animation and rigs
bonepose: A skeleton as data, a pose of it, forward kinematics and two-bone inverse kinematics.poseik: Inverse kinematics, foot placement, look-at, hand reach, pose blending and a small animation state machine.animlayers: Layered animation on top of a base pose.keyframetracks: Property animation: keyframes with easing, grouped into clips, played with cross-fades, layers and events.tweenstack: Animators that run over time and write the value of a field each tick.creaturerig: Any creature's skeleton from data, and the weights that bind a mesh to it.facerig: A face that is alive, for any face mesh described by data.handpose: Five fingers that can hold, turn, press and knead: grip shapes and hands on handles.humanbody: People of game quality as data: measures, a look and an outfit, made into a skinned body.livingbody: Bodies that look alive: breathing and the other small continual motions of a standing person.walkgait: A phase-driven biped walk with feet planted on the ground, an idle layer and a hard-landing crouch.leggedgait: Gaits as data: a footfall pattern for N legs, and what goes with it.wingflight: Wings and flight for any rig with wing chains.strandflow: Strands in a flow: hair, manes, tassels and tentacles moving in air or water, drawn as cards or tubes.splinetrack: Anything that runs on a track: splines, junctions and switches, and what moves along them.
Physics
rigidcollide: The collision half of a Jolt-like rigid-body engine: shapes, broad phase and contacts.rigiddynamics: The solver half of a Jolt-like rigid-body engine: a World of bodies, joints and queries stepped at a fixed rate.ragdollrig: Ragdolls for bonepose's skeletons over rigiddynamics, limp or powered towards a pose.xpbdsoftbody: Cloth, ropes, chains and inflated envelopes by extended position-based dynamics.clothrope: Cloth and rope that push and pull on the world, joining xpbdsoftbody and rigiddynamics.garmentdrape: Garments draped on a body, with cloth materials: weave, sheen, wear and dirt.buoyancy: Bodies that float, and a boat from data: hull, engine, rudder.wheelvehicle: Anything on wheels, from data: engine, gearbox, differential, suspension.
Rendering and the GPU
vulkan: Raw bindings to Vulkan 1.3, written by hand from the specification.gpu: Cone's own thin GPU layer, shaped like WebGPU's objects, with Vulkan underneath.gpuwork: Handing wide, repetitive work to the GPU: kernels run per invocation, data moved only when it must.render: Drawing lit 3-D meshes on the GPU: cameras, lights, materials and image-quality passes.vfx: Visual effects drawn by the GPU, beginning with stateless particle emitters.effectsfx: Effects at the standard of the best shooters, defined as data and drawn by the GPU.msdftext: Text for the world, sharp at every size and angle, from TrueType fonts as an MSDF atlas.vector2d: 2-D vector graphics drawn on the GPU, anti-aliased, with text.diagramlayout: Diagrams from data, laid out and routed, drawn in 2-D by vector2d and in 3-D by render.
XR
openxr: Raw bindings to OpenXR 1.0 and 1.1, the part a headset's Vulkan swapchain needs.
Worlds, input and interfaces
window: A window to render into, opened through SDL, and the glue of a render loop around it.sdl: Raw bindings to SDL3: video, windows, Vulkan surfaces, clocks, the event queue and audio streams.input: The keyboard and the mouse as a program reads them: raw events, state, and named actions with bindings.controls: Cameras steered by input actions, giving back a pose.frame: The loop a world runs in: the owner calls the world, and the world never owns a 'while running'.worldinteract: Action scenarios for a world as pure logic: doors, targeting, held things, properties, events and triggers.navmesh: Finding the way: a navigation mesh, A* over it, funnel paths, raycasts, off-mesh links and steering.npcbehave: What a non-player character decides and how it moves: behaviour trees, utility, state machines and steering.editgizmo: Editing 3-D in place: pick by ray, move/rotate/scale handles, snapping, selection outlines, undo and redo.uilayout: The layout and interaction core under widgets, for screen overlays and panels placed in a 3-D world.uipickers: The controls an editor needs and uilayout lacks, and a property inspector built from a description of fields.