macroquad
Cross-platform game engine in Rust. (by not-fl3)
rust_minifb
Cross platfrom window and framebuffer crate for Rust (by emoon)
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macroquad | rust_minifb | |
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56 | 8 | |
2,738 | 943 | |
- | - | |
7.8 | 6.5 | |
8 days ago | 8 days ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
macroquad
Posts with mentions or reviews of macroquad.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-02-14.
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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.
rust_minifb
Posts with mentions or reviews of rust_minifb.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-15.
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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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[Media] Tupper's self-referential formula plotting itself on a framebuffer and more with Rust!
After watching the Numberphile video on this formula, I decided to implement it in Rust for fun. It uses minifb for the window creation + framebuffer.
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Emulating the Sega Genesis - Part II
Before I could implement the display output, I needed something to draw the images onto. There are quite a few Rust crates available to create a GUI window and update it with 2D graphics. Most of these are of course intended for making games, and also include ways of getting key presses as input, which I'll also need. I looked at Piston, which I've used before on other projects, Macroquad, which also supports web assembly as well as desktop targets, Pixels, which is intended specifically for 2D games, and Minifb, which is also specifically for 2D applications, but is much simpler. I also tried out libretro, which is specifically made for video game emulation, but I found it much more restrictive than the others because of it's narrow focus.
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Hey Rustaceans! Got an easy question? Ask here (40/2021)!
There's several different approaches you could take, but I'd probably suggest macroquad as the easiest. I've also used minifb for windowing + a drawing library like raqote or tiny-skia.
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Hello, I want to learn how to make emulators. Where to start and for what architecture to write the first project?
I don't know much about Rust, but I used the C version this library, and I think this is as simple as it gets: Rust MiniFB. Hope this helps
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inku 0.1.0 – An RGB color backed by a `u32` for simple color manipulation
A very simple color manipulation library backed by a u32. My use-case was for use with minifb which uses a u32 frame buffer. Feedback appreciated.
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Minimal graphics crate for Rust
If all you need is a pixel/frame buffer I'd suggest either pixels-rs or minifb.
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Yet another NES emulator in Rust - feedback welcome
In my experience, it really makes no difference what rendering backend you use for something as simple as a NES emulator. The 'pixel_renderer' that i wrote basically does the simplest possible thing i could think of - it takes a pixel buffer in cpu memory, copies it over to the gpu, turns it into a texture and stretches it to cover the entire screen. There seem to be many crates out there that do just this - my choice to roll my own was really one out of curiosity and completionism more than anything.
What are some alternatives?
When comparing macroquad and rust_minifb you can also consider the following projects:
miniquad - Cross platform rendering in Rust
deku - Declarative binary reading and writing: bit-level, symmetric, serialization/deserialization
bevy - A refreshingly simple data-driven game engine built in Rust
simd-json - Rust port of simdjson
ggez - Rust library to create a Good Game Easily
v4l2loopback - v4l2-loopback device
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
raylib - A simple and easy-to-use library to enjoy videogames programming
ili9341-rs - A WIP, no_std, generic driver for the ILI9341 (and ILI9340C) TFT LCD display
gdnative - Rust bindings for Godot 3