Uses old Rust 2015
|0.18.2||Oct 3, 2019|
|0.18.1||Apr 25, 2019|
|0.17.1||Jan 3, 2018|
|0.2.4||Mar 14, 2015|
#384 in #gamedev
5,755 downloads per month
Used in less than 60 crates
gfx is a high-performance, bindless graphics API for the Rust programming language. It aims to be the default API for Rust graphics: for one-off applications, or higher level libraries or engines.
- Graphics APIs are mostly designed with C and C++ in mind, and hence are dangerous and error prone, with little static safety guarantees.
- Providing type safe wrappers around platform-specific APIs is feasible, but only pushes the problem of platform independence to a higher level of abstraction, often to the game or rendering engine.
- Modern graphics APIs, whilst providing a great degree of flexibility and a high level of performance, often have a much higher barrier to entry than traditional fixed-function APIs.
- Graphics APIs like OpenGL still require the developer to 'bind' and 'unbind' objects in order to perform operations on them. This results in a large amount of boiler plate code, and brings with it the usual problems associated with global state.
- OpenGL 2.1+
- OpenGL ES2+ (works on Android as well as WebGL2)
- Direct3D 11
- Metal (WIP 75%)
Vulkan (WIP 40%)
- off-screen render targets
- geometry shaders
- persistent mapping
Biggest open-source projects are:
- Amethyst engine
- ggez engine
- Piston engine - 2d graphics
- LazyBox engine
- Zone of Control game
- Vange-rs game
- Claymore game/engine
- Rust-oids game
Shiny screens, including some older projects:
The gfx-rs git repository contains a number of examples. Those examples are automatically downloaded if you clone the gfx directory:
$ cd <my_dir> $ git clone https://github.com/gfx-rs/gfx
<my_dir> is a directory name of your choice. Once gfx is downloaded you can build any of the gfx examples.
The examples are listed in the
For example try:
$ cd gfx $ cargo run --example cube
If you compile the example for the first time, it may take some while since all dependencies must be compiled too.
If you want to build your own stand-alone gfx program, add the following to your new
[dependencies] gfx = "0.18"
For gfx to work, it needs access to the graphics system of the OS. This is typically provided through some window initialization API. gfx can use a couple of those to acquire graphical contexts. For example; glfw or glutin.
glutin, for example, your
Cargo.toml must be extended with the following dependencies:
[dependencies] ... glutin ="*" gfx_window_glutin = "*"
Alternatively, an excellent introduction into gfx and its related crates can be found here.
gfx consist of several crates. You can find all of them in this repository.
|Core functionality:||Graphic backends:||Window backends:|
gfx is still in development. API may change with new backends/features to be implemented.
If you are interested in helping out, checkout contrib.md and do not hesitate to contact the developers on Gitter.