[![Documentation](https://docs.rs/pixels/badge.svg)](https://docs.rs/pixels) [![Build Status](https://travis-ci.org/parasyte/pixels.svg?branch=master)](https://travis-ci.org/parasyte/pixels) [![unsafe forbidden](https://img.shields.io/badge/unsafe-forbidden-success.svg)](https://github.com/rust-secure-code/safety-dance/) ![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 - [Conway's Game of Life](./examples/conway) - [Minimal example with SDL2](./examples/minimal-sdl2) - [Minimal example with `winit`](./examples/minimal-winit) - [Pixel Invaders](./examples/invaders) ## 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.