b43336d45d
* Add builder methods for VSync and setting wgpu backends * enable_vsync sets the VSync mode * wgpu_backend sets the wgpu BackendBit struct * Made RequestAdapterOptions use compatible_surface by default * Internally store wgpu::PresentMode for enabling vsync This doesn't expose the PresentMode for the external api, because the variants of PresentMode aren't very obvious to people without wgpu experience. Mailbox corresponds to VSync enabled, and Immediate corresponds to VSync disabled. |
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.github | ||
examples | ||
img | ||
pixels-mocks | ||
shaders | ||
src | ||
.gitignore | ||
.travis.yml | ||
Cargo.toml | ||
LICENSE | ||
README.md |
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.