Go to file
2019-10-08 00:35:53 -07:00
examples/invaders Add player controls and shields (#4) 2019-10-08 00:35:53 -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
simple-invaders Add player controls and shields (#4) 2019-10-08 00:35:53 -07:00
src Update docs 2019-10-04 22:48:29 -07:00
.gitignore Initial commit. 2019-09-25 23:07:30 -07:00
.travis.yml Fix CI 2019-10-06 02:41:41 -07:00
Cargo.lock Initial simple-invaders WIP 2019-10-06 02:24:07 -07:00
Cargo.toml Initial simple-invaders WIP 2019-10-06 02:24:07 -07:00
README.md Update README 2019-10-07 01:17:36 -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 on macOS, which uses Metal but is not configurable). An advantage is that it relies on fewer dependencies.