coffee 0.1.1

An opinionated 2D game engine focused on simplicity, explicitness, and type-safety
Documentation

Coffee

Build Status Documentation Crates.io License

An opinionated 2D game engine for Rust focused on simplicity, explicitness, and type-safety.

Coffee is in a very early stage of development. Active development is planned during 2019 (and hopefully beyond that!). Many basic features are still missing, some dependencies are experimental, and there are probably many bugs. Feel free to contribute!

Features

  • Declarative, type-safe asset loading
  • Loading screens with progress tracking
  • Built-in debug view with performance metrics
  • Fixed timestep
  • Explicit, easy to use, hardware-accelerated 2D graphics API
  • Multiplatform support leveraging OpenGL, Vulkan, Metal, D3D11, and D3D12
  • Texture array support
  • Explicit and efficient batched draws
  • Off-screen rendering
  • TrueType font rendering

Usage

Add coffee as a dependency in your Cargo.toml and enable a graphics backend feature (opengl, vulkan, metal, dx11, or dx12):

coffee = { version = "0.1", features = ["opengl"] }

Rust is quite slow in debug mode. If you experience performance issues when drawing hundreds of sprites, enable compiler optimizations in your Cargo.toml. I recommend level 2 optimizations in order to stay closer to --release performance:

[profile.dev]
opt-level = 2

Overview

Here is a minimal example that will open a window:

use coffee::{Game, Result, Timer};
use coffee::graphics::{Color, Window, WindowSettings};

fn main() -> Result<()> {
    MyGame::run(WindowSettings {
        title: String::from("A caffeinated game"),
        size: (1280, 1024),
        resizable: true,
    })
}

struct MyGame {
    // Your game state goes here...
}

impl Game for MyGame {
    type View = (); // No view data.
    type Input = (); // No input data.

    const TICKS_PER_SECOND: u16 = 60; // Update rate

    fn new(_window: &mut Window) -> Result<(MyGame, Self::View, Self::Input)> {
        // Load your game assets here. Check out the `load` module!
        Ok((MyGame { /* ... */ }, (), ()))
    }

    fn update(&mut self, _view: &Self::View, _window: &Window) {
        // Update your game here
    }

    fn draw(&self, _view: &mut Self::View, window: &mut Window, _timer: &Timer) {
        // Clear the current frame
        let mut frame = window.frame();
        frame.clear(Color::BLACK);

        // Draw your game here. Check out the `graphics` module!
    }
}

Check out the documentation and the examples to learn more!

Implementation details

Coffee builds upon

  • winit for windowing and mouse/keyboard events.
  • gfx pre-ll for OpenGL support, based heavily on the ggez codebase.
  • wgpu for experimental Vulkan, Metal, D3D11 and D3D12 support.
  • glyph_brush for TrueType font rendering.
  • nalgebra for the Point, Vector, and Transformation types.
  • image for image loading and texture array building.

Contributing / Feedback

I am quite new to Rust, systems programming, and computer graphics. I am learning along the way as I build the engine for a game I am currently developing. I am always glad to to learn from anyone.

If you want to contribute, you are more than welcome to be a part of the project! Check out the current issues if you want to find something to work on. Try to share you thoughts first! Feel free to open a new issue if you want to discuss new ideas.

Any kind of feedback is welcome! You can open an issue or, if you want to talk, you can find me (and a bunch of awesome folks) over the #game-dev channel in the Rust Community Discord. I go by @lone_scientist there.

Credits / Thank you

  • ggez, an awesome, easy-to-use, good game engine that introduced me to Rust a month ago. Its graphics implementation served me as a guide to implement OpenGL support for Coffee.