Raydar is an early-stage physically-based production renderer written in Rust.
- Sphere and Cube primitive geometries
- Diffuse, Specular, Metal and Glass materials
- CPU backend
- Native GPU backend (Vulkan)
- Graphical scene editor
Download the latest release from the releases tab and extract it. You'll find two binaries:
Renders a scene to an image file:
raydar [OPTIONS] [<scene-file>]
# Example: Render scene.rscn with 512 samples using CPU
raydar --cpu --max-sample-count 512 scene.rscnInteractive editor for creating and modifying scenes:
raydar_editor [OPTIONS] [<scene-file>]
# Example: Open scene.rscn with 8 light bounces using CPU
raydar_editor --cpu --max-bounces 8 scene.rscnBoth binaries accept these flags:
--cpu- Use CPU renderer instead of Vulkan--max-sample-count <count>- Maximum samples per pixel (default: 1024)--max-bounces <count>- Maximum light bounces per ray (default: 12)
-o, --output <file>- Output image path (default: output.png)
See BUILDING.md for detailed build instructions, including:
- Prerequisites and dependencies
- Build options for development and production
- Troubleshooting common issues
For quick development builds:
# Run headless renderer
cargo run -- [OPTIONS] [<scene-file>]
# Run editor
cargo run --bin raydar_editor -- [OPTIONS] [<scene-file>]