pixels/README.md
Jay Oster 7a858089bf
First pass at CI support (#1)
* First pass at CI support

* Fix MSRV (required by wgpu)

* Winit requires MSRV 1.36.0 on Linux, add rustfmt to CI, add CI badge to README

* Don't forget to install rustfmt
2019-10-03 22:59:54 -07:00

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[![Build Status](https://travis-ci.org/parasyte/pixels.svg?branch=master)](https://travis-ci.org/parasyte/pixels)
![Pixels Logo](img/pixels.png)
A tiny hardware-accelerated pixel frame buffer. :crab:
## 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`](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 for the macOS support, which is built on Metal but is not configurable). An advantage is that it relies on fewer dependencies.