[![Build Status](https://travis-ci.org/parasyte/pixels.svg?branch=master)](https://travis-ci.org/parasyte/pixels) ![Pixels Logo](img/pixels.png) A tiny hardware-accelerated pixel frame buffer. :crab: ## But why? 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 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) ## Examples 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 --release --example invaders ``` See the [example's README](./examples/invaders) for more information. ## Comparison with `minifb` The [`minifb`](https://crates.io/crates/minifb) crate shares some similarities with `pixels`; it also allows rapid prototyping of 2D games and emulators. But it requires the use of its own window/GUI management, event loop, and input handling. One of the disadvantages with the `minifb` approach is the lack of hardware acceleration (except on macOS, which uses Metal but is not configurable). An advantage is that it relies on fewer dependencies.