A Rust library to create Good Games Easily

More specifically, ggez is a lightweight game framework for making 2D games with minimum friction. It aims to implement an API based on (a Rustified version of) the LÖVE game framework. Thus it contains portable 2D drawing, sound, resource loading and event handling.

use ggez; use ggez::event; use ggez::graphics; use ggez::nalgebra as na; struct MainState { pos_x: f32, } impl MainState { fn new() -> ggez::GameResult<MainState> { let s = MainState { pos_x: 0.0 }; Ok(s) } } impl event::EventHandler for MainState { fn update(&mut self, _ctx: &mut ggez::Context) -> ggez::GameResult { self.pos_x = self.pos_x % 800.0 + 1.0; Ok(()) } fn draw(&mut self, ctx: &mut ggez::Context) -> ggez::GameResult { graphics::clear(ctx, [0.1, 0.2, 0.3, 1.0].into()); let circle = graphics::Mesh::new_circle( ctx, graphics::DrawMode::fill(), na::Point2::new(self.pos_x, 380.0), 100.0, 2.0, graphics::WHITE, )?; graphics::draw(ctx, &circle, (na::Point2::new(0.0, 0.0),))?; graphics::present(ctx)?; Ok(()) } } pub fn main() -> ggez::GameResult { let cb = ggez::ContextBuilder::new("super_simple", "ggez"); let (ctx, event_loop) = &mut cb.build()?; let state = &mut MainState::new()?; event::run(ctx, event_loop, state) }

ggez is not meant to be everything to everyone, but rather a good base upon which to build higher-level systems and a useful tool that lets you immediately get started on projects such as game jams. As such, it provides:

Filesystem abstraction that lets you load resources from folders or zip files

Hardware-accelerated rendering engine built on the gfx-rs graphics engine

graphics engine Playing and loading .ogg, .wav and .flac files via the rodio crate

crate TTF font rendering with glyph_brush

Interface for handling keyboard and mouse events easily through callbacks

Config file for defining engine and game settings

Easy timing and FPS measurement functions

Math integration with mint , letting you use any vector math library

, letting you use any vector math library Some more advanced graphics options: shaders, sprite batches and render targets

Copyright © 2015-2019 Sven-Hendrik Haase and Simon Heath