Go to file
Jay Oster c994b35a5c Settle on an interface for PixelsBuilder::add_render_pass()
- Accepts a closure (factory function) which itself accepts references to the `wgpu` instances needed for rendering
- This solves a need for creating `RenderPass` objects with a lot of `Option` types and trying to update them dynamically after the fact
- In other words, this is an RAII implementation
- `RenderPass` objects are created during the `PixelsBuilder` build stage
- It should prevent patterns where half-created `RenderPass` objects are necessary
2019-10-04 20:52:32 -07:00
examples/invaders Merge Pixels::update() with Pixels::render() 2019-10-03 23:16:23 -07:00
img Update logo 2019-09-29 15:08:39 -07:00
pixels-mocks Cleanly separate the two texture dimensions 2019-10-01 22:00:37 -07:00
shaders Initial pass with texture rendering 2019-10-02 20:22:20 -07:00
src Settle on an interface for PixelsBuilder::add_render_pass() 2019-10-04 20:52:32 -07:00
.gitignore Initial commit. 2019-09-25 23:07:30 -07:00
.travis.yml First pass at CI support (#1) 2019-10-03 22:59:54 -07:00
Cargo.lock Cleanly separate the two texture dimensions 2019-10-01 22:00:37 -07:00
Cargo.toml Cleanly separate the two texture dimensions 2019-10-01 22:00:37 -07:00
README.md First pass at CI support (#1) 2019-10-03 22:59:54 -07:00

Build Status

Pixels Logo

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.