miniquad VS rust_minifb

Compare miniquad vs rust_minifb and see what are their differences.

miniquad

Cross platform rendering in Rust (by not-fl3)

rust_minifb

Cross platfrom window and framebuffer crate for Rust (by emoon)
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miniquad rust_minifb
12 8
1,350 940
- -
8.0 6.5
17 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.

miniquad

Posts with mentions or reviews of miniquad. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-22.
  • OpenGL crates: gl vs glow vs glium
    3 projects | /r/rust | 22 Mar 2023
    You also have Miniquad which is a very cool minimal graphics project. It has almost zero dependencies (only system ones), and compiles under 2 seconds to give you a window with OpenGL on all platforms including mobile very easily. It has a wrapper graphics API but it doesn't try to be modeled after OpenGL at all (after all it might support Metal in the future), so it's gonna be quite different doing your project in it, but it's still the same kind of low level graphics.
  • Please suggest high quality render library
    3 projects | /r/rust_gamedev | 23 Jun 2022
    Theirs also https://github.com/asny/three-d or https://github.com/not-fl3/miniquad. Or lower level ones like WGPU or GLOW.
  • Is there a way to use piston with wasm?
    10 projects | /r/rust_gamedev | 9 Jan 2022
    In that same rust game jam the second most used engine was macroquad, which was used by 3 games, two of which are playable in the browser. Macroquad is a cross-platform game library inspired by raylib. Macroquad is built on top of miniquad. I think macroquad is a bit more approachable than bevy since macroquad doesn't impose an ECS and tries to be minimal with its features so they are available in all of the platforms it targets.
  • Rust alternative for PyGame ?
    10 projects | /r/rust | 2 Jan 2022
    (miniquad is a lower level lib https://github.com/not-fl3/miniquad - both miniquad and good-web-game is built on top of it)
  • Question about rust graphics libraries
    4 projects | /r/rust | 25 Jun 2021
  • Rust, For GameDev
    8 projects | dev.to | 8 Jun 2021
    Single command deploy for both WASM and Android build instructions
  • Minimal graphics crate for Rust
    12 projects | /r/rust | 26 Apr 2021
    Hi, I am using macroquad. There is an issue with `window_reizable` property. In my archlinux, this property doesn't work when set to `false`. Then I saw here that it is used only for windows. If I am correct, could you let me know the reason for this? Thanks
    12 projects | /r/rust | 26 Apr 2021
  • Modern and lightweight 2d graphics engine
    4 projects | /r/rust_gamedev | 17 Feb 2021
    If you want to write your own shaders: miniquad.
    4 projects | /r/rust_gamedev | 17 Feb 2021
    Sounds like you want miniquad: https://github.com/not-fl3/miniquad

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.
  • placing pixels
    4 projects | /r/rust_gamedev | 15 May 2023
    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.
  • [Media] Tupper's self-referential formula plotting itself on a framebuffer and more with Rust!
    4 projects | /r/rust | 31 Aug 2022
    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.
  • Emulating the Sega Genesis - Part II
    5 projects | dev.to | 12 Jan 2022
    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.
  • Hey Rustaceans! Got an easy question? Ask here (40/2021)!
    14 projects | /r/rust | 4 Oct 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.
  • inku 0.1.0 – An RGB color backed by a `u32` for simple color manipulation
    2 projects | /r/rust | 3 Jul 2021
    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.
  • Minimal graphics crate for Rust
    12 projects | /r/rust | 26 Apr 2021
    If all you need is a pixel/frame buffer I'd suggest either pixels-rs or minifb.
  • Yet another NES emulator in Rust - feedback welcome
    2 projects | /r/rust | 26 Dec 2020
    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 miniquad and rust_minifb you can also consider the following projects:

macroquad - Cross-platform game engine in Rust.

rust-sfml - SFML bindings for Rust

deku - Declarative binary reading and writing: bit-level, symmetric, serialization/deserialization

simd-json - Rust port of simdjson

v4l2loopback - v4l2-loopback device

raylib - A simple and easy-to-use library to enjoy videogames programming

pixels - A tiny hardware-accelerated pixel frame buffer. 🦀

vulkano-examples - Examples of using vulkano

ggez - Rust library to create a Good Game Easily

ili9341-rs - A WIP, no_std, generic driver for the ILI9341 (and ILI9340C) TFT LCD display