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PistonDevelopers logopiston

A modular game engine written in Rust

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Quick Overview

Piston is a modular game engine core written in Rust. It provides a set of libraries and tools for game development, focusing on 2D graphics, input handling, and window management. Piston aims to be flexible and extensible, allowing developers to choose and combine components as needed for their projects.

Pros

  • Modular architecture allows for easy customization and flexibility
  • Written in Rust, providing memory safety and performance benefits
  • Active community and ongoing development
  • Supports multiple backends for graphics and window management

Cons

  • Steeper learning curve compared to some other game engines
  • Documentation can be sparse or outdated in some areas
  • Smaller ecosystem compared to more established game engines
  • May require more low-level implementation for complex features

Code Examples

  1. Creating a window and handling events:
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Hello Piston!", [640, 480])
        .exit_on_esc(true)
        .build()
        .unwrap();

    while let Some(event) = window.next() {
        window.draw_2d(&event, |context, graphics, _device| {
            clear([1.0; 4], graphics);
        });
    }
}
  1. Drawing a rectangle:
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Rectangle", [640, 480])
        .exit_on_esc(true)
        .build()
        .unwrap();

    while let Some(event) = window.next() {
        window.draw_2d(&event, |context, graphics, _device| {
            clear([1.0, 1.0, 1.0, 1.0], graphics);
            rectangle([1.0, 0.0, 0.0, 1.0], // red color
                      [100.0, 100.0, 100.0, 100.0], // [x, y, width, height]
                      context.transform,
                      graphics);
        });
    }
}
  1. Handling keyboard input:
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Keyboard Input", [640, 480])
        .exit_on_esc(true)
        .build()
        .unwrap();

    let mut position = [0.0, 0.0];

    while let Some(event) = window.next() {
        if let Some(Button::Keyboard(key)) = event.press_args() {
            match key {
                Key::Up => position[1] -= 10.0,
                Key::Down => position[1] += 10.0,
                Key::Left => position[0] -= 10.0,
                Key::Right => position[0] += 10.0,
                _ => {}
            }
        }

        window.draw_2d(&event, |context, graphics, _device| {
            clear([1.0, 1.0, 1.0, 1.0], graphics);
            rectangle([0.0, 0.0, 1.0, 1.0], // blue color
                      [position[0], position[1], 50.0, 50.0],
                      context.transform,
                      graphics);
        });
    }
}

Getting Started

  1. Add Piston dependencies to your Cargo.toml:
[dependencies]
piston_window = "0.120.0"
  1. Create a new Rust file (e.g., main.rs) and add the following code:
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("My Piston App", [640, 480])
        .exit_on_esc(true)
        .build()
        .unwrap();

    while let Some(event) = window.next() {
        window.draw_2d(&event,

Competitor Comparisons

88,735

Godot Engine – Multi-platform 2D and 3D game engine

Pros of Godot

  • Full-featured game engine with a complete editor and visual scripting
  • Larger community and ecosystem with more resources and plugins
  • Cross-platform support for multiple desktop, mobile, and web targets

Cons of Godot

  • Steeper learning curve due to its comprehensive feature set
  • Larger project size and potentially slower compile times
  • Less flexibility for low-level customization compared to Piston

Code Comparison

Godot (GDScript):

extends Sprite

func _ready():
    position = Vector2(100, 100)
    scale = Vector2(2, 2)

Piston (Rust):

use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Hello Piston!", [640, 480])
        .build().unwrap();
    while let Some(event) = window.next() {
        window.draw_2d(&event, |context, graphics, _| {
            clear([1.0; 4], graphics);
        });
    }
}

The code comparison showcases the different approaches: Godot uses a scene-based structure with built-in nodes, while Piston provides a lower-level API for custom game loop implementation.

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Pros of raylib

  • Simpler API and easier learning curve for beginners
  • Extensive documentation and examples
  • Cross-platform support with minimal dependencies

Cons of raylib

  • Less flexibility for advanced customization
  • Limited to C programming language (though bindings exist)
  • Smaller ecosystem compared to Rust-based frameworks

Code Comparison

raylib:

#include "raylib.h"

int main(void)
{
    InitWindow(800, 450, "raylib [core] example - basic window");
    while (!WindowShouldClose())
    {
        BeginDrawing();
            ClearBackground(RAYWHITE);
            DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
        EndDrawing();
    }
    CloseWindow();
    return 0;
}

Piston:

extern crate piston_window;
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Hello Piston!", [640, 480])
        .exit_on_esc(true).build().unwrap();
    while let Some(event) = window.next() {
        window.draw_2d(&event, |context, graphics, _device| {
            clear([1.0; 4], graphics);
            text::Text::new_color([0.0, 0.0, 0.0, 1.0], 32).draw(
                "Hello Piston!",
                &mut text::GlyphCache::new("assets/FiraSans-Regular.ttf", (), TextureSettings::new()).unwrap(),
                &context.draw_state,
                context.transform.trans(10.0, 100.0),
                graphics
            ).unwrap();
        });
    }
}
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Simple and Fast Multimedia Library

Pros of SFML

  • More mature and established library with a larger community and ecosystem
  • Supports multiple programming languages (C++, C#, Python, etc.)
  • Comprehensive documentation and extensive examples

Cons of SFML

  • Heavier and more complex API compared to Piston
  • Less focus on modern, idiomatic Rust programming

Code Comparison

SFML (C++):

#include <SFML/Graphics.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
    while (window.isOpen()) {
        // Event handling and drawing code
    }
    return 0;
}

Piston (Rust):

extern crate piston_window;
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Piston Window", [800, 600]).build().unwrap();
    while let Some(event) = window.next() {
        // Event handling and drawing code
    }
}

Both libraries provide similar functionality for creating windows and handling events, but Piston's API is more Rust-idiomatic. SFML offers a more traditional object-oriented approach, while Piston leverages Rust's ownership system and functional programming features.

23,130

Desktop/Android/HTML5/iOS Java game development framework

Pros of libGDX

  • Cross-platform development for desktop, mobile, and web
  • Extensive documentation and large community support
  • Rich set of built-in tools and utilities for game development

Cons of libGDX

  • Steeper learning curve, especially for beginners
  • Primarily Java-based, which may not be ideal for all developers
  • Larger project size and potential performance overhead

Code Comparison

libGDX:

public class MyGame extends ApplicationAdapter {
    SpriteBatch batch;
    Texture img;

    @Override
    public void create() {
        batch = new SpriteBatch();
        img = new Texture("badlogic.jpg");
    }
}

Piston:

extern crate piston_window;
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Hello Piston!", [640, 480])
        .exit_on_esc(true).build().unwrap();
    while let Some(event) = window.next() {
        window.draw_2d(&event, |context, graphics, _| {
            clear([1.0; 4], graphics);
        });
    }
}

The code comparison showcases the different approaches and languages used by each framework. libGDX uses Java with an object-oriented structure, while Piston employs Rust with a more functional style. libGDX's example demonstrates sprite and texture handling, whereas Piston's code focuses on window creation and basic rendering.

7,315

🐍🎮 pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games built on top of the excellent SDL library. C, Python, Native, OpenGL.

Pros of pygame

  • Mature and well-established library with extensive documentation
  • Large community and ecosystem of extensions
  • Cross-platform support for Windows, macOS, and Linux

Cons of pygame

  • Based on SDL 1.2, which is outdated compared to modern graphics libraries
  • Limited support for modern GPU features and shaders
  • Python-specific, which may limit integration with other languages or frameworks

Code Comparison

pygame:

import pygame

pygame.init()
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
    
    screen.fill((0, 0, 0))
    pygame.display.flip()
    clock.tick(60)

Piston:

extern crate piston_window;
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Hello Piston!", [800, 600])
        .exit_on_esc(true).build().unwrap();
    while let Some(event) = window.next() {
        window.draw_2d(&event, |context, graphics, _| {
            clear([0.0, 0.0, 0.0, 1.0], graphics);
        });
    }
}
4,836

LÖVE is an awesome 2D game framework for Lua.

Pros of LÖVE

  • More mature and established framework with a larger community
  • Extensive documentation and tutorials available
  • Cross-platform support for desktop and mobile

Cons of LÖVE

  • Limited to Lua programming language
  • Less flexibility for low-level control compared to Piston

Code Comparison

LÖVE example:

function love.draw()
    love.graphics.print("Hello World!", 400, 300)
end

Piston example:

extern crate piston_window;
use piston_window::*;

fn main() {
    let mut window: PistonWindow = WindowSettings::new("Hello World", [640, 480])
        .build().unwrap();
    while let Some(event) = window.next() {
        window.draw_2d(&event, |context, graphics, _| {
            clear([1.0; 4], graphics);
            text::Text::new_color([0.0, 0.0, 0.0, 1.0], 32).draw(
                "Hello World!",
                &mut context.transform.trans(10.0, 100.0),
                graphics
            );
        });
    }
}

LÖVE is simpler for beginners, while Piston offers more control and performance for advanced users. LÖVE's Lua-based approach makes it easier to prototype quickly, whereas Piston's Rust foundation provides better performance and safety features. Both frameworks have their strengths, and the choice depends on the developer's needs and preferences.

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