rust-sfml VS rust_minifb

Compare rust-sfml vs rust_minifb and see what are their differences.

rust-sfml

SFML bindings for Rust (by jeremyletang)

rust_minifb

Cross platfrom window and framebuffer crate for Rust (by emoon)
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rust-sfml rust_minifb
5 8
615 943
- -
7.3 6.5
about 2 months ago 7 days ago
Rust Rust
GNU General Public License v3.0 or later MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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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.

rust-sfml

Posts with mentions or reviews of rust-sfml. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-09-26.

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.
  • Hello, I want to learn how to make emulators. Where to start and for what architecture to write the first project?
    1 project | /r/EmuDev | 30 Aug 2021
    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
  • 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 rust-sfml and rust_minifb you can also consider the following projects:

bevy - A refreshingly simple data-driven game engine built in Rust

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

Amethyst - Data-oriented and data-driven game engine written in Rust

macroquad - Cross-platform game engine in Rust.

miniquad - Cross platform rendering in Rust

simd-json - Rust port of simdjson

Crayon - A small, portable and extensible game framework written in Rust.

v4l2loopback - v4l2-loopback device

Pinky - An NES emulator written in Rust

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

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