Go to file
2019-09-29 18:42:31 -07:00
examples/invaders Use RedrawRequested 2019-09-29 18:42:31 -07:00
img Update logo 2019-09-29 15:08:39 -07:00
shaders Initial commit. 2019-09-25 23:07:30 -07:00
src Remove deprecated error variants 2019-09-29 17:42:40 -07:00
.gitignore Initial commit. 2019-09-25 23:07:30 -07:00
Cargo.lock Switch to vk_shader_macros 2019-09-29 17:40:05 -07:00
Cargo.toml Switch to vk_shader_macros 2019-09-29 17:40:05 -07:00
README.md Update README 2019-09-29 15:11:59 -07:00

Pixels Logo

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 vector display.

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.
  • Hardware accelerated scaling on perfect pixel boundaries.
  • Supports non-square pixel aspect ratios.

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 for the macOS support, which is built on Metal but is not configurable). An advantage is that it relies on fewer dependencies.