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not-fl3 avatar

not-fl3/macroquad

0
View on GitHub↗
4,500 stars·416 forks·Rust·Apache-2.0·18 views

Macroquad

Macroquad is a Rust game engine and 2D graphics library designed for developing cross-platform games and graphical applications. It functions as a rendering engine that enables the deployment of a single codebase to desktop, mobile, and web targets.

The engine utilizes an immediate mode rendering model, which allows for the creation of user interfaces and game worlds that render in a single pass within the main application loop. This approach is paired with hardware-accelerated 2D rendering and automatic draw call batching to optimize the display of geometry across different hardware devices.

The framework provides a unified build pipeline to compile applications into native binaries or WebAssembly for web-based deployment. It includes a hardware abstraction layer to map generic input and graphics calls to platform-specific system APIs.

Features

  • Multi-Platform Game Compilation - Enables cross-platform 2D game development in Rust targeting desktop, mobile, and web.
  • Cross-Platform Deployment Targets - Supports compilation and deployment across desktop, mobile, and web targets from one codebase.
  • Rust Game Engines - Provides a comprehensive game engine implemented in Rust for cross-platform 2D applications.
  • 2D Graphics Frameworks - Provides a 2D graphics framework for rendering sprites, shapes, and text via hardware acceleration.
  • 2D Rendering Engines - Provides a hardware-accelerated 2D rendering engine optimized for drawing geometry and sprites.
  • Cross-Platform Abstractions - Provides a hardware abstraction layer to unify input and graphics calls across different platforms.
  • Cross-Platform Rendering Engines - Functions as a rendering engine that targets multiple platforms from a single codebase.
  • Immediate-Mode Rendering - Utilizes an immediate mode rendering model that redraws the entire scene every frame.
  • Unified Build Pipelines - Offers a unified build pipeline to compile Rust code into native binaries or WebAssembly.
  • Web Game Deployment - Facilitates building and running interactive games in web browsers using hardware acceleration.
  • Web Game Rendering - Renders two-dimensional game graphics on a web canvas with hardware acceleration.
  • Draw Call Batching - Implements automatic draw call batching to reduce GPU overhead by grouping similar geometry.
  • Hardware-Accelerated Rendering - Leverages the browser's GPU via WebGL for high-performance graphics rendering.
  • Single-Threaded Execution Models - Employs a single-threaded execution loop to simplify game logic and rendering synchronization.
  • Immediate Mode GUI Frameworks - Provides a toolkit for building interactive user interfaces using an immediate mode paradigm.
  • Immediate Mode UI Frameworks - Implements an immediate mode UI framework that redraws interactive elements every frame.
  • Immediate Mode UI Development - Supports a development workflow where UI elements are generated and rendered every frame.
  • Game Engines and Frameworks - Cross-platform game engine written in Rust.
  • Game Frameworks - Easy to use game library, heavily inspired by RayLib.

Star history

Star history chart for not-fl3/macroquadStar history chart for not-fl3/macroquad

How this analysis was created: This summary and feature list are AI-generated from collected project material and can contain mistakes. Stars, license and language are imported from GitHub. Inclusion does not mean that we have tested or audited this project. Check the source documentation for any feature you depend on. Learn more on our About page.

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Frequently asked questions

What does not-fl3/macroquad do?

Macroquad is a Rust game engine and 2D graphics library designed for developing cross-platform games and graphical applications. It functions as a rendering engine that enables the deployment of a single codebase to desktop, mobile, and web targets.

What are the main features of not-fl3/macroquad?

The main features of not-fl3/macroquad are: Multi-Platform Game Compilation, Cross-Platform Deployment Targets, Rust Game Engines, 2D Graphics Frameworks, 2D Rendering Engines, Cross-Platform Abstractions, Cross-Platform Rendering Engines, Immediate-Mode Rendering.

Which projects share features with not-fl3/macroquad?

Projects with overlapping indexed features include: faiface/pixel — Pixel is a 2D game library and graphics engine for the Go programming language. It provides a hardware-accelerated… goodboydigital/pixi.js — Pixi.js is a high-performance 2D graphics engine used to render interactive animations, sprites, and visual effects in… hajimehoshi/ebiten — Ebiten is a cross-platform 2D game engine and framework for the Go programming language. It provides a… vurtun/nuklear — Nuklear is a portable, header-only immediate mode graphical user interface library written in C. It is designed to… photonstorm/phaser — Phaser is a cross-platform 2D web game engine and framework designed for creating interactive experiences that run on… google/skia — Skia is a high-performance 2D graphics rendering library used for drawing text, geometries, and images on digital…

Projects sharing features with Macroquad

These projects share indexed features with Macroquad. Shared tags can include platform or build tooling; verify the primary use case before treating a result as a replacement.
  • faiface/pixelfaiface avatar

    faiface/pixel

    4,525View on GitHub↗

    Pixel is a 2D game library and graphics engine for the Go programming language. It provides a hardware-accelerated renderer for drawing sprites, geometric shapes, and text, utilizing an optimized system of batching and transformation matrices. The project functions as a comprehensive toolkit for two-dimensional interactive applications, combining a graphics engine with a 2D vector math library for affine transformations and coordinate space projections. It includes a dedicated input manager that tracks keyboard presses and mouse movements using a polling-based system rather than asynchronous

    Go
    View on GitHub↗4,525
  • goodboydigital/pixi.jsGoodBoyDigital avatar

    GoodBoyDigital/pixi.js

    47,430View on GitHub↗

    Pixi.js is a high-performance 2D graphics engine used to render interactive animations, sprites, and visual effects in web browsers. It functions as a WebGL 2D rendering engine and HTML5 graphics library designed to produce high-performance two-dimensional visuals. The project operates as a 2D sprite framework and a web-based visual effects engine, providing tools to apply filters, blend modes, and masks to real-time graphics. It also serves as an interactive web canvas API for handling multi-touch and mouse input to build responsive graphical user interfaces. The framework covers a broad se

    TypeScript
    View on GitHub↗47,430
  • hajimehoshi/ebitenhajimehoshi avatar

    hajimehoshi/ebiten

    13,244View on GitHub↗

    Ebiten is a cross-platform 2D game engine and framework for the Go programming language. It provides a hardware-accelerated 2D renderer and a multi-input handling library to develop two-dimensional games with a single codebase. The engine is designed for broad deployment, allowing applications to be compiled and run across desktops, mobile devices, web browsers, and gaming consoles. It distinguishes itself by integrating custom shader programming for specialized visual effects and providing haptic feedback control for mobile devices and gamepads. The framework covers core game development ca

    Goebitenebitenginegame
    View on GitHub↗13,244
  • vurtun/nuklearvurtun avatar

    vurtun/nuklear

    14,186View on GitHub↗

    Nuklear is a portable, header-only immediate mode graphical user interface library written in C. It is designed to function as a lightweight framework for creating interfaces that render directly to hardware, making it suitable for integration into custom graphics engines, embedded systems, and resource-constrained environments. The library operates by generating abstract draw commands that are converted into vertex buffers, allowing for hardware-accelerated rendering through standard graphics APIs. By utilizing an immediate mode approach, the interface state is defined and updated within the

    Ccc89gui
    View on GitHub↗14,186
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