Go to file
2020-04-13 20:38:51 -07:00
.github ci: move to github actions (#61) 2020-04-13 13:15:46 -07:00
examples Fix panic in winit examples when pixels.render() returns Error (#70) 2020-04-13 20:38:51 -07:00
img Add minimal-sdl2 example (#48) 2019-11-19 19:58:21 -08:00
pixels-mocks Add explicit clippy deny all, and forbid unsafe code (where possible) (#38) 2019-11-06 21:16:25 -08:00
shaders Fix typo 2019-10-27 16:36:47 -07:00
src Fix dependency bloat (#67) 2020-04-13 10:12:18 -07:00
.gitignore gitignore: add Cargo.lock (#63) 2020-04-12 21:37:55 -07:00
.travis.yml Fix dependency bloat (#67) 2020-04-13 10:12:18 -07:00
Cargo.toml Fix dependency bloat (#67) 2020-04-13 10:12:18 -07:00
LICENSE Add license 2019-10-30 23:30:09 -07:00
README.md Add docs badge (#51) 2019-11-20 00:27:51 -08:00

Documentation Build Status unsafe forbidden

Pixels Logo

A tiny hardware-accelerated pixel frame buffer. 🦀

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: 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

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.