TinyFFR Tutorials
Walkthroughs#
Get a simple cube rendering and understand the fundamentals of the library.
Learn how to load texture files, 3D models, and sky environments from storage in to your scenes.
Learn different ways to manage keyboard, mouse, and gamepad interactions.
UI Integration#
Learn how to integrate TinyFFR with WPF.
Learn how to integrate TinyFFR with Avalonia.
Learn how to integrate TinyFFR with Windows Forms.
Topics#
Every object displayed on-screen must have a surface described by its material.
Everything in the world must be lit somehow. Various different types of light source are supported.
You can control your application out-of-the-box with a keyboard, mouse, or gamepad; or a combination thereof.
Polygon meshes make up the shape/structure of every object displayed on-screen.
Scenes, together with Cameras and Renderers, are the primary way to organise objects and get them on-screen.
TinyFFR makes it easy to handle connected displays and create/manage windows.
It's possible to load and play mesh animations (such as vertex skinned/skeletal nodal anims).
It is possible to author complex 3D mathematical and geometric algorithms using a plain-English API provided by TinyFFR.
TinyFFR makes some assumptions and has requirements about the layout of data or results of mathematical operations.
Most things in TinyFFR are "resources", and they must be managed correctly (lifetime, dependencies, etc).
The factory object is the "root" entry point for using the library.