diff --git a/README.md b/README.md index 3f7bbeb..1d977f3 100644 --- a/README.md +++ b/README.md @@ -6,13 +6,13 @@ A tiny hardware-accelerated pixel frame buffer. :crab: ## But why? -Rapidly prototype a simple 2D game, pixel-based animations, or an emulator for your favorite platform. Then add shaders to simulate a CRT or just to spice it up with some nice VFX. +Rapidly prototype a simple 2D game, pixel-based animations, software renderers, or an emulator for your favorite platform. Then add shaders to simulate a CRT or just to spice it up with some nice VFX. `pixels` is more than just a library to push pixels to a screen, but less than a full framework. You're in charge of managing a window environment, event loop, and input handling. ## Features -- Built on modern graphics APIs: DirectX 12, Vulkan, Metal, OpenGL. +- Built on modern graphics APIs powered by [`wgpu`](https://crates.io/crates/wgpu): DirectX 12, Vulkan, Metal, OpenGL. - Use your own custom shaders for special effects. (WIP) - Hardware accelerated scaling on perfect pixel boundaries. - Supports non-square pixel aspect ratios. (WIP) @@ -22,7 +22,7 @@ Rapidly prototype a simple 2D game, pixel-based animations, or an emulator for y To demonstrate `pixels`, I've written a Space Invaders clone. The game logic can be found in the `simple-invaders` crate. The included example uses `simple-invaders` to rasterize the image, and `pixels` to display it. `winit` provides the windowing and event handling. ```bash -cargo run --example invaders +cargo run --release --example invaders ``` See the [example's README](./examples/invaders) for more information.