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TinyFFR Tutorials

Fundamentals#

Hello Cube

Get a simple cube rendering and understand the fundamentals of the library.

Loading Assets

Learn how to load texture files, 3D models, and sky environments from storage in to your scenes.

Handling Input

Learn different ways to manage keyboard, mouse, and gamepad interactions.

Advanced#

Materials

Every object displayed on-screen must have a surface described by its material.

Lighting

Everything in the world must be lit somehow. Various different types of light source are supported.

Input

You can control your application out-of-the-box with a keyboard, mouse, or gamepad; or a combination thereof.

Meshes

Polygon meshes make up the shape/structure of every object displayed on-screen.

Scenes & Rendering

Scenes, together with Cameras and Renderers, are the primary way to organise objects and get them on-screen.

Displays & Windows

TinyFFR makes it easy to handle connected displays and create/manage windows.

Math & Geometry

It is possible to author complex 3D mathematical and geometric algorithms using a plain-English API provided by TinyFFR.

Conventions

TinyFFR makes some assumptions and has requirements about the layout of data or results of mathematical operations.

Resources

Most things in TinyFFR are "resources", and they must be managed correctly (lifetime, dependencies, etc).

The Factory

The factory object is the "root" entry point for using the library.

UI Integration#

WPF Integration

Learn how to integrate TinyFFR with WPF.

Avalonia Integration

Learn how to integrate TinyFFR with Avalonia.

WinForms Integration

Learn how to integrate TinyFFR with Windows Forms.

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