ggez is a Rust library to create a Good Game Easily.
More specifically, ggez is a lightweight game framework for making 2D games with minimum friction. It aims to implement an API quite similar to (a Rustified version of) the Love2D game engine. This means it will contain basic and portable 2D drawing, sound, resource loading and event handling.
ggez is not meant to be everything to everyone, but rather a good base upon which to build. Thus it takes a fairly batteries-included approach without needing a million options and plugins for everything imaginable, but also does not dictate higher-level functionality such as physics engine or ECS. Instead the goal is to allow you to use whichever libraries you want to provide these functions, or build your own libraries atop ggez such as the ggez-goodies crate.
- Filesystem abstraction that lets you load resources from folders or zip files
- Hardware-accelerated rendering engine built on the
gfx-rs
graphics engine - Playing and loading .ogg, .wav and .flac files via the
rodio
crate - TTF font rendering with
rusttype
, as well as bitmap fonts. - Interface for handling keyboard and mouse events easily through callbacks
- Config file for defining engine and game settings
- Easy timing and FPS measurement functions.
ggez is built on the latest stable Rust compiler and distributed on
crates.io. To include it in your project, just add the dependency
line to your Cargo.toml
file:
ggez = "0.2.2"
However you also need to have the SDL2 libraries installed on your system. The best way to do this is documented by the SDL2 crate.
ggez consists of three main parts: A Context
object which contains
all the state required to interface with the computer's hardware, an
EventHandler
trait that the user implements to register callbacks for
events, and various sub-modules such as graphics
and audio
that
provide the functionality to actually get stuff done.
See the examples/
directory in the source. hello_world
is exactly
what it says. imageview
is a simple program that shows off a number
of features such as sound and drawing. astroblasto
is a small
Asteroids-like game.
To run the examples, you have to copy or symlink the resources
directory to a place the running game can find it. Cargo does not
have an easy way of doing this itself at the moment, so the procedure
is (on Linux):
cargo build --example astroblasto
cp -R resources target/debug/examples
cargo run --example astroblasto
Either way, if it can't find the resources it will give you an error
along the lines of ResourceNotFound("'resources' directory not found! Should be in "/home/foo/src/ggez/target/debug/resources")
.
Just copy or symlink the resources/
directory to where the error says it's
looking.
ggez is built upon SDL2 for windowing and events, rodio
for sound,
and a 2D drawing engine implemented in gfx
using the OpenGL backend
(which is currently hardwired to use OpenGL 3.2). It should be
entirely thread-safe outside of the basic event-handling loop, and
portable to Windows, Linux and Mac.
The goal is to eventually have ggez be pure Rust, but we're not there
yet. The main blocker appears to be cross-platform
joystick/controller input; once that exists we can drop SDL2 for
glutin
.
- Make screen transforms a bit more transparent
- Make non-power-of-2 textures work (issue #59)
- Make text drawing work
- Document everything
- Make it always possible to load resources from raw data instead of files. (which might make testing easier) (issue #38)
- Start integrating ncollide?
- Remove unused example assets
- Go through
timer
and clean things up a little; it should provide nice functions to do everything you want as accurately as you want using onlyDuration
s. Deprecate the rest. - The usual cleanup: go through looking for TODO's, unwrap's, run clippy over it.
- Make
app_dirs
work (issue #56)
- Sprite batching
- Exposing GFX
- Make it work with non-GL backends
- Make subsystems modular, so we don't have to initialize sound if we don't need to and it's not a hard error if we can't use it. See https://www.idolagames.com/piston-sdl-window-with-sound/ perhaps.
- Possibly related, see if it's possible to make the event::run() function optional; provide tools with which to roll your own game loop.
- Interpolation for the mainloop timing stuff? Or at least be able to support the user doing it.
- Need to add more tests
- ggez-goodies for things that are useful but not fundamental and generally don't depend on each other
- specs for entity-component system (alternatives: ecs or recs crates)
- nalgebra or cgmath for vector math.
- physics/collision??? ncollide and nphysics; there's ports/wrappers of box2d and chipmunk physics engines but they're young.