pixels
A tiny hardware-accelerated pixel frame buffer. 🦀 (by parasyte)
piston
A modular game engine written in Rust (by PistonDevelopers)
pixels | piston | |
---|---|---|
33 | 11 | |
1,688 | 4,551 | |
- | 0.3% | |
4.9 | 4.9 | |
about 2 months ago | 6 months ago | |
Rust | Rust | |
MIT License | 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.
pixels
Posts with mentions or reviews of pixels.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-01-15.
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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.
piston
Posts with mentions or reviews of piston.
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
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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Ways to create game engines
And I really like generic systems where you can create a lot of different things. A program that interested me is Piston (https://github.com/PistonDevelopers/piston), I haven't researched it in depth yet, but the concept of being able to create several things with a base and different modules is very interesting
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Really frustrated. [Warning: Bit of a negative rant]
Try Piston
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What would be best for a 2D only game? Piston, Bevy, or Fyrox?
I haven't seen too much on Piston. No idea how active or recent these projects are but I'm still interested in working with it.
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I made my first GL project using Piston.
Check out their homepage, https://piston.rs, they even show off some great examples of how their library has been used!
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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.
- Piston.rs: un motor de creación de juegos hecho en Rust
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I'm a "low-level, terminal-only" kind of developer, completely new to the game dev world. I've been working on a 2D platformer in my spare time. Can you explain to me what I'm missing out on, by not using a "game engine"?
Depends on my goals. I year ago I wanted to learn rust, so I used piston for a gamejam. (There are several rust engines including bevy, piston, amethyst. They probably vary in quality, features, and constraints.) Piston was a terrible experience because compilation is slow even on that tiny project.
- Question about rust graphics libraries
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Rust Game Engines (again)
Piston
What are some alternatives?
When comparing pixels and piston you can also consider the following projects:
macroquad - Cross-platform game engine in Rust.
bevy - A refreshingly simple data-driven game engine built in Rust
ggez - Rust library to create a Good Game Easily
rust-sfml - SFML bindings for Rust
Amethyst - Data-oriented and data-driven game engine written in Rust
miniquad - Cross platform rendering in Rust
rust-sdl2 - SDL2 bindings for Rust
rust_minifb - Cross platfrom window and framebuffer crate for Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]