ggez is a Rust library to create a Good Game Easily.
The current version is 0.9.3.
More specifically, ggez is a lightweight cross-platform 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. This means it contains basic and portable 2D drawing, sound, resource loading and event handling, but finer details and performance characteristics may be different than LÖVE.
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 additions and plugins for everything imaginable, but also does not dictate higher-level functionality such as physics engine or entity component system. Instead the goal is to allow you to use whichever libraries you want to provide these functions, or build your own libraries atop ggez.
- Filesystem abstraction that lets you load resources from folders or zip files
- Hardware-accelerated 2D rendering built on the
wgpu
graphics API - Loading and playing .ogg, .wav and .flac files via the
rodio
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 library integration with
mint
. - Some more advanced graphics options: shaders, instanced draws and render targets
- Physics
- Animation (check out keyframe; it works pretty well with ggez (source))
- GUI
- Assets manager
- AI
- ECS
- Networking
- Fully supported: Windows, Linux, MacOS
- Not officially supported but might work anyway: Android, iOS, Web
For details, see docs/BuildingForEveryPlatform.md
If you want to run ggez (up to 0.7 as of now) on Android, iOS or the web using WebAssembly right now, take a look at good-web-game.
Check out the projects list!
ggez requires rustc >= 1.42 and is distributed on
crates.io. To include it in your project, just add the dependency
line to your Cargo.toml
file:
ggez = "0.9.3"
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. The general pattern is to create a struct holding
your game's data which implements the EventHandler
trait.
Create a new Context
object with default objects from a ContextBuilder
or Conf
object, and then call event::run()
with
the Context
and an instance of your EventHandler
to run your game's
main loop.
See the API docs for full documentation, or the examples directory for a number of commented examples of varying complexity. Most examples show off
a single feature of ggez, while astroblasto
and snake
are small but complete games.
For a quick tutorial on ggez, see the Hello ggez guide in the docs/
directory.
See the examples/
directory in the source. Most examples show off
a single feature of ggez, while astroblasto
is a small but
complete Asteroids-like game.
To run the examples, just check out the source and execute cargo run --example
in the root directory:
git clone https://github.com/ggez/ggez.git
cd ggez
cargo run --example 05_astroblasto
If this doesn't work, see the FAQ for solutions to common problems.
use ggez::{Context, ContextBuilder, GameResult};
use ggez::graphics::{self, Color};
use ggez::event::{self, EventHandler};
fn main() {
// Make a Context.
let (mut ctx, event_loop) = ContextBuilder::new("my_game", "Cool Game Author")
.build()
.expect("aieee, could not create ggez context!");
// Create an instance of your event handler.
// Usually, you should provide it with the Context object to
// use when setting your game up.
let my_game = MyGame::new(&mut ctx);
// Run!
event::run(ctx, event_loop, my_game);
}
struct MyGame {
// Your state here...
}
impl MyGame {
pub fn new(_ctx: &mut Context) -> MyGame {
// Load/create resources such as images here.
MyGame {
// ...
}
}
}
impl EventHandler for MyGame {
fn update(&mut self, _ctx: &mut Context) -> GameResult {
// Update code here...
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult {
let mut canvas = graphics::Canvas::from_frame(ctx, Color::WHITE);
// Draw code here...
canvas.finish(ctx)
}
}
ggez is built upon winit
for windowing and events, rodio
for
sound, and a 2D drawing engine implemented with wgpu
. It is entirely
thread-safe (though platform constraints mean the event-handling loop
and drawing must be done in the main thread), and portable to Windows
and Linux.
ggez is pure Rust™.
Sources of information:
- The FAQ has answers to common questions and problems.
- The API docs, a lot of design stuff is explained there.
- Check out the examples.
If you still have problems or questions, feel free to ask! Easiest ways are:
- Open an issue on the Github issue tracker
- Say hi on our new Discord server
- Or ask the wise people on the unofficial Rust Discord server, the Rust Gamedev server or the good-web-game Discord server
License: MIT