8dc33fcf4e
* Enable clippy in CI - Removed beta and nightly channels to prevent build breakage - Fixed some lints noted by `pedantic` and `nursery` level (but not denying these levels by default) |
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examples/invaders | ||
img | ||
pixels-mocks | ||
shaders | ||
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.
- 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.