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Cross platform rendering for Rust

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Miniquad is safe and cross-platform rendering library focused on portability and low-end platforms support

API is highly inspired by sokol-gfx (sokol overview, 2019 update). Implementation influenced by crayon.

For context management and input on Windows/Linux(and potentially mobiles) "sokol-app" was used. And no external dependencies for WASM.

For higher level API take a look on:

good-web-game: implementation of some ggez subset on top of miniquad, made as compatibility layer to run ggez games on wasm

macroquad: raylib-like library on top of miniquad. 100loc arkanoid with macroquad

Supported platforms

  • Windows, OpenGl 3
  • Linux, OpenGl 3
  • macOS, OpenGL 3
  • iOS, GLES 3
  • WASM, WebGl1 - tested on ios safari, ff, chrome
  • Android, GLES3

Not supported, but desirable platforms

  • Android, GLES2 - work in progress.
  • Metal. For both MacOs and IOS metal rendering backend next to opengl one is highly desirable. But I just dont have any MacOs capable hardware to start working on it :/



examples/ web demo
examples/ web demo

PonasKovas/miniquad-mandelbrot: web demo

Worth to mention zemeroth port and astroblasto, built with miniquad-powered good-web-game

Building examples


# ubuntu system dependencies
apt install libx11-dev libxi-dev libgl1-mesa-dev

cargo run --example quad


# both MSVC and GNU target is supported:
rustup target add x86_64-pc-windows-msvc
# or
rustup target add x86_64-pc-windows-gnu

cargo run --example quad


rustup target add wasm32-unknown-unknown
cargo build --example quad --target wasm32-unknown-unknown

And then use the following .html to load .wasm:



<meta charset="utf-8">
    canvas {
        margin: 0px;
        padding: 0px;
        width: 100%;
        height: 100%;
        overflow: hidden;
        position: absolute;
        background: black;
        z-index: 0;

<canvas id="glcanvas" tabindex="1"></canvas>
<!-- Minified and statically hosted version of -->
<script src=""></script>
<script>load("quad.wasm");</script> <!-- Your compiled wasm file -->

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