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quicksilver
A 2D game framework written in pure Rust
A quick example
Create a rust project and add this line to your Cargo.toml
file under [dependencies]
:
quicksilver = "*"
Then replace src/main.rs
with the following (the contents of quicksilver's examples/draw-geometry.rs):
// Draw some multi-colored geometry to the screen
extern crate quicksilver;
use ;
;
Run this with cargo run
or, if you have the wasm32 toolchain installed, you can build for the web
(instructions below).
You should see a red square in the top-left, and a green circle with a blue rectangle inside it on the bottom-right.
Deploying a Quicksilver application
Deploying for desktop
If you're deploying for desktop platforms, build in release mode (cargo build --release
)
and copy the executable file produced (found at "target/release/") and any assets you used (image files
etc) and create an archive (on Windows a zip file, on Unix a tar file). You should be able to distribute
this archive with no problems; if there are problems, please open an issue.
Deploying for the web
If you're deploying for the web, first make sure you've
installed the wasm toolchain
then build the wasm file (cargo +nightly build --target wasm32-unknown-unknown --release
). Copy the .wasm
file produced (found at "target/wasm32-unknown-unknown/release"), any assets you used, and the "index.html"
and "docs/bridge.js" files from quicksilver. Put these all in the
same folder, and rename the .wasm file to "wasm.wasm."
If you want to test your application locally, you'll need to run an http server. If you don't have a
webserver installed, run cargo install basic-http-server
, which may take a while. Once the installation
is finished, run basic-http-server
in the folder with your "index.html". Copy what basic-http-server
output as the "addr" field (usually something like "http://127.0.0.1:4000") into your browser's address bar.
This should be your application, running in a browser! To actually put your application online, you can
use free hosting like Github Pages to make your application publicly accessible.
Optional Features
Quicksilver by default tries to provide all features a 2D application may need, but not all applications need these features. The optional features available are collision support (via ncollide2d), font support (via rusttype), gamepad support (via gilrs), saving (via serde_json), and sounds (via rodio).
Each are enabled by default, but you can specify which features you actually want to use.
Supported Platforms
The engine is supported on Windows, macOS, (somewhat) Linux, and the web via WebAssembly.
Linux is supported inasmuch as the libraries used for graphics (glutin, gl) and sound (rodio) work correctly,
but no extra attempts to support exotic setups will be made.
The web is only supported via the wasm32-unknown-unknown
Rust target, not through emscripten.
It might work with emscripten but this is not an ongoing guarantee.
It has not been tested extensively on desktop platforms other than x86, but there is no reason it should fail to work. If the dependencies and the Rust compiler support a platform, quicksilver should as well.
There are no plans to support mobile / touch-primary platforms, as the paradigms are completely different. UI elements must be created differently, input is one or two points of contact rather than primarily through a keyboard, etc.
There is one exception: macOS does not currently support gamepads, see gilrs-core issue #1
What's included?
- 2D geometry: Vectors, Transformation matrices, Rectangles, Circles, and a generic Shape abstraction
- Keyboard and 3-button mouse support
- Viewport projection of the mouse to the world space automatically
- OpenGL hardware-accelerated graphics
- A variety of image formats
- Multi-play sound clips
- A looping music player
- Asynchronous asset loading
- Unified codebase across desktop and the web
- Collision support (via ncollide2d),
- TTF font support (via rusttype),
- Gamepad support (via gilrs),
- Saving on web and desktop (via serde_json),
Comparison with ggez
Quicksilver | GGEZ |
---|---|
2D only game development framework | 2D focused game development framework |
Targets native and web | Targets native, plans to target mobile and web |
Built on OpenGL and WebGL | Built on gfx-rs |
Automatic batched drawing | Opt-in batched drawing |
Sound playback through rodio | Sound playback through rodio |
Font rendering with rusttype | Font rendering with rusttype |
Polling-based and event-based input handling | Event / callback based input handling |
No custom shader support | Custom shader support |
Pure rust | Dependency on SDL2, with plans to transition to glutin |
Configurable feature flags | Most features have no flags |
Compiler versions
The desktop targets should always compile and run on the latest stable rust. Currently the web target is limited to nightly rust, because the WASM target that does not require emscripten is limited to nightly.