Use psx-fx for small arcade effects without adopting the engine's scene system.
How the crate is organized
rng::LcgRng produces deterministic pseudo-random values. particles::ParticlePool owns a fixed-capacity pool of short-lived coloured particles and emits rectangle primitives into an ordering table. shake::ShakeState produces a decaying screen offset. These main types are reexported at the root.
Integration notes
Choose particle capacity for your memory and command budget. Use a stable RNG seed when you need repeatable runs. Update effects on your simulation tick, then apply shake to the positions you draw and emit particles at the intended ordering-table depth. This crate does not supply collision handling or a general emitter editor.
Read the ordering-table example first; it shows where particle output goes. The API reference contains the effect constructors and update/draw contracts; there is no dedicated psx-fx program in the SDK example set yet.
API, dependencies and source structure
SDK revision f2fec1c301f1. Structure, dependencies and features below come from this revision.
The PS1 reference includes all Cargo features. The manifest below shows which features are enabled by default.
Dependencies
psx-gpu: all targets
Cargo features
This crate declares no Cargo features.
Read the complete manifest and feature comments.
Source layout
The list includes internal implementation and test files. Public modules, types, functions and their signatures are indexed in the API reference above.
5 source and manifest files
Cargo.tomlsrc/lib.rs: Arcade-style visual effects for PS1 homebrew.src/particles.rs: Fixed-size particle pool. Covers the "explosion burst" casesrc/rng.rs: Deterministic linear-congruential PRNG.src/shake.rs: Screen-shake counter.