Gered's Game Dev Tools. A for-fun, retro-style set of game dev tools and other code to help with my own projects.
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Gered cf92d42b84 update Pixel trait to just the bare minimum requirements
our target is IndexedBitmap's will use PixelType=u8 and
RgbaBitmap's will use PixelType=ARGBu8x4

thus, restricting the Pixel trait to primitive unsigned numerics won't
work anymore, but we do still need to support basic stuff like
equality testing and copy/clone support for our generic bitmap
operations
2023-05-03 16:57:13 -04:00
.github/workflows add actions workflow to do cargo check and test 2023-03-28 21:03:09 -04:00
examples update screenshot 2023-04-15 02:19:38 -04:00
ggdt update Pixel trait to just the bare minimum requirements 2023-05-03 16:57:13 -04:00
ggdt_imgui update color functions to work with arrays instead of bare components 2023-04-18 16:42:13 -04:00
.gitignore update gitignore 2022-05-15 12:14:12 -04:00
Cargo.toml initial commit of ggdt_imgui library 2023-04-07 14:21:27 -04:00
README.md rename from libretrogd to ggdt 2023-03-02 16:11:59 -05:00
rust-toolchain.toml add comment explaining reason for nightly use 2023-04-21 14:58:14 -04:00
rustfmt.toml add rustfmt.toml to the project root 2023-03-27 18:46:33 -04:00

ggdt: Gered's Game Dev Tools

This is a purely for-fun project of mine. It's a personal set of retro-like/inspired game development tools for use in my own projects.

It started with a focus on DOS "VGA mode 13h"-style limitations, but is not going to be limited to just that into the future and will be expanded on as I need it to do other things. It should be noted that in this project I will do a lot of (poor) reinventing of the wheel ... because it's fun. Stringing together existing libraries all the time is dull after a while.

I'm not an expert in Rust and am probably still doing a great many things unidiomatically. But I'm learning, and that is at least half the point of this project in the first place.

See the /examples directory for some demo apps. These will be added to over time.