rust_minifb
Cross platfrom window and framebuffer crate for Rust (by emoon)
deku
Declarative binary reading and writing: bit-level, symmetric, serialization/deserialization (by sharksforarms)
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rust_minifb | deku | |
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8 | 7 | |
953 | 969 | |
- | - | |
6.4 | 6.8 | |
18 days ago | 8 days ago | |
Rust | Rust | |
MIT License | Apache License 2.0 |
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.
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.
deku
Posts with mentions or reviews of deku.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-03-27.
- Macro for structured byte to struct parsing
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Parsing Bitstreams with Rust and Nom
If you like bitvec, check out [deku](https://github.com/sharksforarms/deku)
- Doing M1 MacBook Pro (M1 Max, 64GB) Compile Benchmarks!
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Announcing: v0.1.0 adsb_deku/dump1090_rs
adsb_deku is a deku library for decoding the ADS-B messages.
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Whats a correct approach for working with small binary numbers in Rust?
https://github.com/sharksforarms/deku works wonderfully for this
- Binary unpacking: Subarray instead of subslice?
What are some alternatives?
When comparing rust_minifb and deku you can also consider the following projects:
macroquad - Cross-platform game engine in Rust.
binread - A Rust crate for helping parse structs from binary data using ✨macro magic✨
simd-json - Rust port of simdjson
serde-gura - Strongly typed Gura library for Rust
v4l2loopback - v4l2-loopback device
www.rust-lang.org - The home of the Rust website
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
monkey-rust - A dancing with interpreter and compiler
ili9341-rs - A WIP, no_std, generic driver for the ILI9341 (and ILI9340C) TFT LCD display
adsb_deku - ✈️ Rust ADS-B decoder + tui radar application
miniquad - Cross platform rendering in Rust
sus - [WIP] An open-source clone of a popular impostor game.