076e4e519e
* Implement collision detection * Minor cleanups. * Add laser/player collisions * Add laser collision with bullets and fix fire button repeating * Add basic shield collisions * Refactor collision and debug * Simplify collision and debug by not tracking laser indices - We don't care about which laser collided, because they get destroyed immediately. * Don't track laser indicies against bullets either * DRY and docs * Adjust the fleet bounding box as invaders are shot |
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examples/invaders | ||
img | ||
pixels-mocks | ||
shaders | ||
simple-invaders | ||
src | ||
.gitignore | ||
.travis.yml | ||
Cargo.lock | ||
Cargo.toml | ||
README.md |
A tiny hardware-accelerated pixel frame buffer. 🦀
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.
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.
- 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.
cargo run --example invaders
See the example's README for more information.
Comparison with minifb
The 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.