ili9341-rs
macroquad
ili9341-rs | macroquad | |
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2 | 56 | |
57 | 2,844 | |
- | - | |
4.2 | 7.8 | |
about 2 months ago | 1 day ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
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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.
ili9341-rs
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vs code doesnt like my toml file, but compiles just fine
[package] name = "experiment" version = "0.23.0" authors = ["garse"] edition = "2018" categories = ["embedded", "hardware-support"] keywords = ["embedded", "svc", "idf", "esp-idf", "esp32"] description = "A demo binary crate for the ESP32 and ESP-IDF, which connects to WiFi, Ethernet, drives a small HTTP server and draws on a LED screen" repository = "https://github.com/ivmarkov/rust-esp32-std-demo" license = "MIT OR Apache-2.0" readme = "README.md" [patch.crates-io] smol = { git = "https://github.com/esp-rs-compat/smol" } polling = { git = "https://github.com/esp-rs-compat/polling" } socket2 = { git = "https://github.com/esp-rs-compat/socket2" } getrandom = { version = "0.2", git = "https://github.com/esp-rs-compat/getrandom.git" } #getrandom1 = { version = "0.1", git = "https://github.com/esp-rs-compat/getrandom.git", package = "getrandom", branch = "0.1" } [profile.release] opt-level = "s" [profile.dev] debug = true # Symbols are nice and they don't increase the size on Flash opt-level = "z" [features] default = ["experimental"] # Enable this feature for the build to use ESP-IDF native tooling instead of PlatformIO under the hood native = ["esp-idf-sys/native"] # Enable this feature if you are building for QEMU qemu = [] # Enable this feature in case you have a Kaluga board and would like to see a LED screen demo kaluga = [] # Enable this feature in case you have a TTGO board and would like to see a LED screen demo ttgo = [] # Enable this feature in case you have an ESP32S3-USB-OTG board and would like to see a LED screen demo heltec = [] # Enable this feature in case you have a generic SSD1306 Display connected via SPI to pins 3, 4, 5, 16, 18, 23 (SPI3) of your board ssd1306g_spi = [] # Enable this feature in case you have a generic SSD1306 screen connected to pins 14, 22 and 21 of your board ssd1306g = [] esp32s3_usb_otg = [] # Enable this feature in case you have an RMII IP101 Ethernet adapter ip101 = [] # Enable this feature in case you have an SPI W5500 Ethernet adapter w5500 = [] # Enable this feature in case you have a Waveshare board and 4.2" e-paper waveshare_epd = [] experimental = ["esp-idf-svc/experimental", "esp-idf-hal/experimental", "embedded-svc/experimental"] [dependencies] anyhow = {version = "1", features = ["backtrace"]} log = "0.4" url = "2" esp-idf-sys = { version = "0.30.6", features = ["binstart"] } esp-idf-svc = "0.37.2" esp-idf-hal = "0.33.1" embedded-svc = "0.17.2" embedded-hal = "0.2" embedded-graphics = "0.7" display-interface = "0.4" display-interface-spi = "0.4" st7789 = "0.6" ili9341 = { version = "0.5", git = "https://github.com/yuri91/ili9341-rs" } ssd1306 = "0.7" epd-waveshare = "0.5.0" smol = "1.2" rand = "*" [build-dependencies] embuild = "0.28" anyhow = "1"
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Hey Rustaceans! Got an easy question? Ask here (40/2021)!
ili9341 = { git = "https://github.com/yuri91/ili9341-rs.git", branch = "master", features=["graphics"] } embedded-hal = "0.2.3" embedded-graphics="0.7.1" display-interface-spi = "0.4.1" heapless = "0.7.7" profont = "0.5.0"
macroquad
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Deploying your Rust WASM Game to Web with Shuttle & Axum
See the macroquad docs for full details on building a WASM game.
- Not only Unity...
- Macroquad: Cross-platform game engine in Rust
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What would you recommend for simple 2D game (in The Binding of Isaac style)?
Any opinion on ggez? I don't like how everything in macroquad is global state https://github.com/not-fl3/macroquad/issues/333
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Help with egui basics?
I prefer examples like the ones in Macroquad: https://github.com/not-fl3/macroquad/tree/master/examples. I'm not against advanced examples, but the priority should be extremely clear, minimal, self contained ones.
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HELP: Unique ID's starting at 0 for each Type, advancing by one.
There were even discussions about deprecating static mut. Even if you think you got it right, there are too many things that might go wrong, like aliasing. For example, macroquad needs a complete rewrite because of their static mut.
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Learning project - board game Yinsh using macroquad
It's based on macroquad and you can play the wasm version here: https://unvirtual.github.io/yinsh-rs/
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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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Limitations of wasm for a small board game?
Given that you are making a game, you might want to consider using a game framework such as https://github.com/not-fl3/macroquad/.Macroquad has full support for WASM, and will allow you to render your game both locally and in the browser via WASM depending on how you compile it.
What are some alternatives?
rust-esp32-std-demo - Rust on ESP32 STD demo app. A demo STD binary crate for the ESP32[XX] and ESP-IDF, which connects to WiFi, Ethernet, drives a small HTTP server and draws on a LED screen.
miniquad - Cross platform rendering in Rust
rust_minifb - Cross platfrom window and framebuffer crate for Rust
bevy - A refreshingly simple data-driven game engine built in Rust
rust - Rust for the xtensa architecture. Built in targets for the ESP32 and ESP8266
ggez - Rust library to create a Good Game Easily
cargo-asm - cargo subcommand showing the assembly or llvm-ir generated for Rust code
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
tiny-skia - A tiny Skia subset ported to Rust
raylib - A simple and easy-to-use library to enjoy videogames programming
rust - Rust language bindings for TensorFlow
gdnative - Rust bindings for Godot 3