diskonaut
pixels
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diskonaut | pixels | |
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7 | 33 | |
2,147 | 1,683 | |
- | - | |
0.0 | 4.9 | |
about 2 months ago | about 2 months ago | |
Rust | Rust | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
diskonaut
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Ncdu – NCurses Disk Usage
Have been using ncdu for more than a decade, and recently started using diskonaut for similar purposes. Was looking for a terminal-based treemap visualization for analyzing disk usage and stumbled upon diskonaut, which is exactly that.
https://github.com/imsnif/diskonaut
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Best way to find directories that are filling up my partition?
My favorite tool for this is diskonaut -- it's quicker than repeatedly running du and pleasant to use.
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Manage Disk Usage from the Terminal
For a visual person like me, diskonaut is especially useful. It draws the space in rectangles on the screen that you can navigate into. If you resize the terminal it redraws the boxes.
- AltWinDirStat
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How to learn Rust by own tiny applications?
A lot of unix-y tools have been rewritten in rust, where the usefulness comes from it being faster or having more features. Examples: bat, cw, lsd, ripgrep, diskonaut, gping. Maybe you could find an interesting program to rewrite?
- Diskonaut – Terminal disk space navigator
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CLI replacement for Baobab (disk usage analyzer)?
While I usually use ncdu, diskonaut's output is closer to baobab. https://github.com/imsnif/diskonaut
pixels
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A minimal working Rust / SDL2 / WASM browser game
https://github.com/parasyte/pixels
That gives you a simple software framebuffer, and it builds as a native app or for the web.
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How do rust gui frameworks avoid rerendering?
On a more recent machine, that same (well, more primitive) app with pixels or softbuffer struggled beyond acceptable. But was definitely poorly written.
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Announcing lavagna v2, a collaborative blackboard made with bevy and WebRTC
I’ve ported the application from being based on pixels crate to the powerful bevy game engine
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placing pixels
Well, it depends on how you use it; writing to an image buffer isn't much less efficient than writing to any normal buffer (in fact, although displaying your scene to a window efficiently is important, your main bottleneck will be the actual ray tracing loop). You may want to read this article for a practical example of using an ImageBuffer to create and draw a texture with Piston. Other window backends you could use, apart from pixels which was already mentioned in another comment, include minifb and Mini GL, though I haven't personally used them.
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Considerations for Power Draw with egui
You can use wgpu instead of opengl as in the pixels example: https://github.com/parasyte/pixels/tree/main/examples/minimal-fltk
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Is Macroquad suitable for making games like Wolfenstein RPG?
It might be possible but with a raycaster you probably want to be able to easily set all pixels and create your own small engine. Something like the pixels crate should fit your purpose: https://github.com/parasyte/pixels
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I love rust, I have a pet peeve with the community
The reality is that I have used unsafe that is also unsound out of convenience because fixing it is a papercut too many. And this tends to be common! I know enough to spot unsoundness in other projects (sometimes even early). But not enough to be confident in my own abilities to write sound unsafe code. Why? Because it's really flipping hard, that's why!
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[WGPU][GLFW][HELP]
Also, if you just want to get-things-done, then https://github.com/parasyte/pixels might be a bit better, to avoid reinventing the wheel.
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How to prevent performance drops affecting my Game Boy emulator when running on M1/M2 Macs?
However, I recently got a new M2 Macbook Air and started noticing some super weird behavior. While playing Pokemon Silver with an unlocked framerate, I'd notice that the game would slow down to below 60FPS, even on a release build. After printing a little debugging info I found the culprit in the rendering logic which was handled by the MiniFB crate. At first I thought switching to a GPU renderer (such as https://github.com/parasyte/pixels) would help, and it... kinda did?
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Simple way to draw a pixel at coordinates
pixels uses wgpu and runs fine.
What are some alternatives?
gdu - Fast disk usage analyzer with console interface written in Go
macroquad - Cross-platform game engine in Rust.
gping - Ping, but with a graph
bevy - A refreshingly simple data-driven game engine built in Rust
mapplot - A map plotter library for Rust.
rust-sfml - SFML bindings for Rust
duc - Dude, where are my bytes: Duc, a library and suite of tools for inspecting disk usage
miniquad - Cross platform rendering in Rust
disk-report-rust - A simple utility for displaying the relative size of the contents of a directory tree
ggez - Rust library to create a Good Game Easily
ripgrep - ripgrep recursively searches directories for a regex pattern while respecting your gitignore
rust_minifb - Cross platfrom window and framebuffer crate for Rust