simd-json
rust_minifb
simd-json | rust_minifb | |
---|---|---|
7 | 8 | |
1,014 | 953 | |
1.0% | - | |
8.6 | 6.4 | |
19 days ago | 23 days ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
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simd-json
- fn please_compile_with_a_simd_compatible_cpu_setting_read_the_simdjsonrs_readme() -> ! {}
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json-deserializer 0.1 released
Are you aware of https://github.com/simd-lite/simd-json ?
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I'm a veteran C++ programmer, what can Rust offer me?
Have you checked simd-json? It is a rust port of simdjson from C++, trying to use simd to speedup json parsing.
- Parsing Gigabytes of JSON per Second
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How to manually implement the fatest json deserilizer
Simd-json is almost certainly slower than serde_json for this use case. See simd-lite/simd-json#198. "simd = fast" is an inaccurate simplification.
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Announcing Rustup 1.24.2 | Rust Blog
Thanks! That means we can get rid of kludges like this one in our CI builds.
rust_minifb
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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?
jsoniter - jsoniter (json-iterator) is fast and flexible JSON parser available in Java and Go
deku - Declarative binary reading and writing: bit-level, symmetric, serialization/deserialization
cbor-java - Java implementation of RFC 7049: Concise Binary Object Representation (CBOR)
macroquad - Cross-platform game engine in Rust.
glam-rs - A simple and fast linear algebra library for games and graphics
v4l2loopback - v4l2-loopback device
Cap'n Proto - Cap'n Proto serialization/RPC system - core tools and C++ library
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
pronto - Protobuf ORM
ili9341-rs - A WIP, no_std, generic driver for the ILI9341 (and ILI9340C) TFT LCD display
json-benchmark - nativejson-benchmark in Rust
miniquad - Cross platform rendering in Rust