This project template will get you from 0 to drawing something on the screen in no time. If you're looking for a more in-depth introduction to the engine, please have a look at [our book](https://book.amethyst.rs/stable/)!
This starter uses vulkan as a renderer by default. You'll want to change the backend to use `metal`, which can be done by opening the `Cargo.toml` file and changing
If using OSX and Metal you will require full XCode installed from the Appstore in order to compile metal shaders.
After install you may be required to run this command `sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer` [reference gfx-rs issue](https://github.com/gfx-rs/gfx/issues/2472)
You might need to install some dependencies. Please refer to [this section](https://github.com/amethyst/amethyst#dependencies) of the README for more details.
## Features
This project contains the minimum amount of code needed to draw sprites to the screen. Here's a small summary of what you'll find in the source files:
-`resources/display_config.ron`
Contains the window configuration (size, title).
-`src/main.rs`
Creates the render graph, adds the required bundles, builds the game data with our own state and finally, starts the game's main event loop.
-`src/state.rs`
Implements the main game state. In the `on_start` hook, the camera is initialized, and the sprites that will be drawn are loaded and their entities created.
In the `handle_event` hook, we print any keys that were pressed and close the window if the user presses escape or the OS requests that we quit.