c5718cc041
* remove unsafe slice::from_raw_parts this should be a way to remove the unsafe code in the Spirv Deref impl. Not sure how it affects performance yet. I will take a look at the bytecode and see if maybe the compiler is smart enough to optimize that away. * change renderers to accomodate new Deref Let the deref return a `Vec<u32>` instead of a slice reference. This should not hurt performance too much as this will be done a finite amount of times att startup. * replaced deref with normal impl * fixed endianness, fixed offset + rustfmt * bump version * fixed clippy lints * respect the target endianness * use wgpu::read_spirv() * remove an unneccessary allocation of a vec * move borrow into macro |
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.github | ||
examples | ||
img | ||
pixels-mocks | ||
shaders | ||
simple-invaders | ||
src | ||
.gitignore | ||
.travis.yml | ||
Cargo.lock | ||
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.