Shaders are Rust too: rust-gpu compiles them to SPIR-V, and geometry is pulled through storage-buffer pointers rather than vertex layouts. GPU-driven culling, bindless resources by address, dual-quaternion skinning, an SDF gizmo layer for tooling, and a mesh pool with mutable slots so long editing sessions reuse memory instead of exhausting it.
Includes tanu, an animation runtime: distance-driven locomotion phase, inertialized transitions in place of crossfades, a two-band spring spine for acceleration lean, and a hand-authored keypose pipeline.