9 unstable releases
0.4.1 | May 10, 2020 |
---|---|
0.4.0 | Apr 25, 2020 |
0.3.2 | Sep 1, 2019 |
0.3.1 | Jun 20, 2019 |
0.0.0 | Apr 2, 2019 |
#989 in Game dev
203 downloads per month
345KB
7.5K
SLoC
Coffee
An opinionated 2D game engine for Rust focused on simplicity, explicitness, and type-safety.
Coffee is in a very early stage of development. Many basic features are still missing, some dependencies are experimental, and there are probably many bugs. Feel free to contribute!
Features
- Responsive, customizable GUI
- Declarative, type-safe loading screens with progress tracking
- Built-in debug view with performance metrics
- Fixed, deterministic timestep
- Explicit, easy to use, hardware-accelerated 2D graphics API
- Multiplatform support leveraging OpenGL, Vulkan, Metal, D3D11, and D3D12
- Explicit and efficient batched draws
- Mesh support
- Texture array support
- Off-screen rendering
- TrueType font rendering
- Gamepad support
And more! Check out the examples to see them in action.
Usage
Add coffee
as a dependency in your Cargo.toml
and enable a graphics backend
feature (opengl
, vulkan
, metal
, dx11
, or dx12
):
coffee = { version = "0.4", 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
Coffee moves fast and the master
branch can contain breaking changes! If
you want to learn about a specific release, check out the release list.
Overview
Here is a minimal example that will open a window:
use coffee::graphics::{Color, Frame, Window, WindowSettings};
use coffee::load::Task;
use coffee::{Game, Result, Timer};
fn main() -> Result<()> {
MyGame::run(WindowSettings {
title: String::from("A caffeinated game"),
size: (1280, 1024),
resizable: true,
fullscreen: false,
maximized: false,
})
}
struct MyGame {
// Your game state and assets go here...
}
impl Game for MyGame {
type Input = (); // No input data
type LoadingScreen = (); // No loading screen
fn load(_window: &Window) -> Task<MyGame> {
// Load your game assets here. Check out the `load` module!
Task::succeed(|| MyGame { /* ... */ })
}
fn draw(&mut self, frame: &mut Frame, _timer: &Timer) {
// Clear the current frame
frame.clear(Color::BLACK);
// Draw your game here. Check out the `graphics` module!
}
}
Browse 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 theggez
codebase.wgpu
for experimental Vulkan, Metal, D3D11 and D3D12 support.stretch
for responsive GUI layouting based on Flexbox.glyph_brush
for TrueType font rendering.gilrs
for gamepad support.nalgebra
for thePoint
,Vector
, andTransformation
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 #games-and-graphics
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. Its graphics implementation served me as a guide to implement OpenGL support for Coffee.- Kenney, creators of amazing free game assets with no strings attached. The built-in GUI renderer in Coffee uses a modified version of their UI sprites.
Dependencies
~14–27MB
~444K SLoC