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pfx-scene

The scene-check example on the demo project: a path with the wrong case and a misspelt material, each reported at its line and column with its code, then both fixed and the scene resolved

One TOML format for 3D scenes, prefabs and material libraries, shared by a game engine and a 3D editor, so a scene saved in one opens in the other. It is the content format of pfx, the PITO MD game and render engine, and of its editor; the pfx-scene crate reads, checks, resolves, edits and migrates it.

  • Fast: resolves a 1,000-object scene in 25 ms and checks its whole project in 28 ms; a 100-object scene takes 3 ms for either.
  • Small: three dependencies (serde, toml, toml_edit; 17 crates in the whole tree), no unsafe code, about 10,900 lines of Rust.
  • Exact: every mistake is reported at its file, line and column with a stable code, and every edit keeps the author’s comments, spacing and key order.

Works on Linux, Windows and macOS (CI-tested on all three).

It is for the tools on either side of a scene file: an engine’s loader, an editor that saves what a person arranges, a build tool that emits scenes, and a text editor that marks mistakes as someone types. pfx and Manfred keep their scenes in this format.

The code is MIT licensed. The PITO MD name and every app and game name and logo stay Catalin Ilinca’s, all rights reserved.