Assembly module for some game algorithms.
Module for working with mathematical angles. Contains the translation of measurement systems, work in the form of determining the angle, vector rotation and more.
An module for describing animation (frame-by-frame, by changing rendering objects among themselves).
Module for animation of movement / frames and others. Contains a mutating variable and a function that depends on it.
Collision checker and collision points between forms.
Color manipulation module. Mixing, converting, parsing colors.
Component module. Components extend the functionality of instances, but independently of a specific one (at least so. Or only one group of instances).
A module for rendering your own objects on the canvas.
A module for listening to incoming events from the window manager for their subsequent processing.
Module for limiting the release of frames per second.
A module for playing and organizing a game cycle with a scene manager.
Module for loading the library of open graphics, as well as some of its extensions.
A module for manipulating pictures, processing and transforming them.
The module describing the unit of the object - Instance.
Object module for tracking some global events like timers, global event handlers, etc.
Resource loader module
A module for describing some local events by means of function attributes.
Matrix management module.
Add-on module for loading 2D puppets and displaying them in the game. <INP Format information
A module for rendering objects.
Runtime is a fundamental module for building two-dimensional games. It is he who connects to the window manager of the operating system, initializes the sound device and loads the necessary libraries for the game. Also, it is able to store program arguments in itself, in order to pass them later to other functions.
Scene description module.
Scene and instance control module.
A module for programming open graphics shaders.
This module describes shapes for drawing, checking and other things related to the work of shapes.
Module for loading and managing sound (in particular, playback).
Sprite unit description module.
Module for rendering text using the FreeType library.
A module for managing textures. Not to be confused with , which directly lie in RAM and can always be changed, unlike textures, which need to initialize or update texture data.
Module for loading maps in TMX format.
Small technologies assembly module for building a debug floating interface.
A module that describes how to work with a vector, as well as functions for processing a vector for other needs.
The module for generating vertices for drawing open graphics by the library.
Implementation of cross-platform creation and management of a window.
<center><img src="https://code.dlang.org/packages/tida/logo?s=6141da3aa33a2f9463017230" width=128 height=128 /></center>
Tida is a library for building 2D games in D language with an OOP system in the form of Scene-Instance-Component (where Instance is equivalent to Entity).
This page lists some modules according to the categories to which the modules belong. Please note that addons are not included in the default documentation.