gate
pixels
gate | pixels | |
---|---|---|
3 | 33 | |
312 | 1,688 | |
- | - | |
0.0 | 4.9 | |
about 1 year ago | about 2 months ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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gate
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Adventures of Pascal Penguin
Adventures of Pascal Penguin is a game made using https://github.com/SergiusIW/gate
"Gate is a game development library tailored to 2D pixel-art games, written in Rust."
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Is there a way to use piston with wasm?
Gate framework and Howler.js were used to make the game "Adventures of Pascal Penguin" which is playable here.
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status of wasm32 support in existing game frameworks/engines
I am not sure if it is still an active project, but a cool WASM game made in rust that is playable in the browser is ‘The Adventures of Pascal Penguin’. And in the about page it is mentioned that the game uses gate and Howler.js.
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?
trojan-go - Go实现的Trojan代理,支持多路复用/路由功能/CDN中转/Shadowsocks混淆插件,多平台,无依赖。A Trojan proxy written in Go. An unidentifiable mechanism that helps you bypass GFW. https://p4gefau1t.github.io/trojan-go/
macroquad - Cross-platform game engine in Rust.
packwiz - A command line tool for editing and distributing Minecraft modpacks, using a git-friendly TOML format. Supports CurseForge and Modrinth mods with automated updates!
bevy - A refreshingly simple data-driven game engine built in Rust
maas - An easy way to manage dockerized minecraft servers.
rust-sfml - SFML bindings for Rust
go-mcproto - Minecraft Protocol implementation in Go
miniquad - Cross platform rendering in Rust
bevy_webgl2_app_template
ggez - Rust library to create a Good Game Easily
emerald - A 2D rust game engine focused on portability.
rust_minifb - Cross platfrom window and framebuffer crate for Rust