A minimal raycasting engine written in Rust.
Raycoon is a small, modern, and educational 2.5D raycasting engine inspired by classic FPS techniques. It focuses on clarity, simplicity, and clean architecture: the core provides pure logic (raycasting, collisions, tile mapping), while rendering and input are handled externally.
Note
- Developed in personal free time.
- Educational side project.
- Contributions welcome.
- Minimal DDA-based raycasting engine
- Tile-based world with configurable blocking tiles
- Per-axis collision handling
- Strict separation between engine and renderer
- Simple C-compatible FFI API for easy bindings
- Lightweight, hackable, and easy to understand
Raycoon’s core is written in Rust, with an official FFI binding available.
| Language | Support | Details |
|---|---|---|
| ✔️ | Native engine implementation | |
| FFI-compatible (no official binding) |
Add the crate to your project :
[dependencies]
raycoon = "x.x.x"Run the bundled example :
cargo run --example basicContributions are welcome!
Please keep the engine strictly backend-agnostic.
Rendering, input handling, and tooling must remain in external modules.
MIT License.




