3D-Cellular-Automata-WGPU
learn-wgpu
3D-Cellular-Automata-WGPU | learn-wgpu | |
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4 | 75 | |
26 | 1,386 | |
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0.8 | 8.2 | |
about 1 year ago | 9 days ago | |
Rust | Rust | |
- | MIT License |
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3D-Cellular-Automata-WGPU
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[Media] Customizable 3D Cellular Automata on the web using WGPU!
GitHub link: https://github.com/LelsersLasers/3D-Cellular-Automata-WGPU (The branches are very messy... I recommend you get latest working downloads from the website at the top of this comment)
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[Rust/WGPU] Customizable 3D Cellular Automata on the web!
Link to website: 3D Cellular Automata [WGPU/Rust]
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3D Cellular Automata | Rust | WGPU | 2,6,9/4,6,8,9/10/M
This project is modeled after a similar project I did this summer in C++ and Raylib. For more information about that project, see its GitHub page: https://github.com/LelsersLasers/3D-Cellular-Automata-Raylib I choose to rewrite it in Rust using WGPU for 2 main reasons: 1) It could run on the web 2) I could use compute shaders to greatly increase performance (currently runs more than 10 times faster natively and 4 times faster on the web than the old version) You can play with this simulation without downloading anything by visiting: https://lelserslasers.itch.io/3d-cellular-automata-wgpu-rust This GitHub page from this project can be found here: https://github.com/LelsersLasers/3D-Cellular-Automata-WGPU The project has many branches, but only some work/are currently being updated (I recommend you get the latest working downloads from the itch.io link above). Cell rules: 2,6,9/4,6,8,9/10/M Survival: 2, 6, 9 Spawn: 4, 6, 8, 9 State: 10 Neighborhood: Moore This video is not sped up at all, it is running in real time at 40~50 ticks per second (a bit higher when not recording). Computer (Galaxy Book Flex) specs: - CPU: Intel® Core™ i5-1135G7 Processor @ 2.40 GHz - GPU: Intel® Iris® Xe Graphics (integrated) - RAM: 8 GB (LPDDR4x) Thanks for watching!
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Questions about resizing: 1) How to keep aspect ratio, 2) How to allow resizing as wasm/on web?
Edit: GitHub link: https://github.com/LelsersLasers/3D-Cellular-Automata-WGPU/tree/main/cellular_automata
learn-wgpu
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Practicing Rust, Learning Bevy, Creating a WASM Snake Game for the Browser
Nice.
Speaking of Snake game, if you want to go even deeper, you can try to use the wgpu crate to combine Rust and WebGPU to write everything from scratch. Here is the tutorial:
https://sotrh.github.io/learn-wgpu/#what-is-wgpu
I once wrote a code editor with wgpu, from font rendering to char/line state management (very rough) for music live coding:
https://github.com/glicol/glicol-wgpu
It runs in browsers, even including Safari!
- Please review my ECS geospatial engine so far
- Help me get started with 3D graphics in Rust
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Realtime Ray Marching implemented with Rust and wgpu
https://sotrh.github.io/learn-wgpu/ This is probably the best resource out there for learning wgpu specifically. If you're unfamiliar with graphics, the learnopengl one is good. If you've got experience though, jumping right into that one is a shout or looking at some vulkan ones as they're pretty similar in terms of architecture.
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Is it possible and realistic to learn independent of an API?
- https://sotrh.github.io/learn-wgpu
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What would be a good project structure/ design for a game engine using WebGPU?
Most of The WGPU I learnt is from https://sotrh.github.io/learn-wgpu/ but it doesn't really talk about designing n stuff, I thought of checking out the source code for Bevy or even games like veloren. But well, their codebases are pretty big to get started in the first place.
- Learn Wgpu
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Learning OpenGL before wgpu?
So I was wondering if opting for option 1 would be better to begin with. OpenGL has a much bigger community and wgpu only has its documentation which I hear is not quite up there yet. There is this excellent tutorial for wgpu that I read through, but it seems like wgpu can be a lot more complicated than starting with OpenGL.
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Getting started with computer graphics with Rust
I started with wgpu tutorial (https://sotrh.github.io/learn-wgpu/) since I like the idea of portability and it's a Rust-first library, but it seems I'm missing some foundations of how CG works in general: the code is given, a little of explanation like it assumes I already know something, maybe I'm wrong, but I wish there was a longer explicit version.
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Trying to learn wgpu
If you haven't seen it: https://sotrh.github.io/learn-wgpu/ is a good introduction that will explain most of what you asked, then can refer to rend3d or bevys renderer to see how a render graph works.
What are some alternatives?
qcell - Statically-checked alternatives to RefCell and RwLock
ash - Vulkan bindings for Rust
3D-Cellular-Automata-Raylib - 3d Cellular Automata using Raylib in C++
glium - Safe OpenGL wrapper for the Rust language.
oscli - Real time audio visualisation using WGPU
SDL - Simple Directmedia Layer
nbody-wasm-sim - An N-body WebAssembly simulation using Web GPU
winit - Window handling library in pure Rust
elodin - Physics simulation software for space + aerospace
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
luminance-rs - Type-safe, type-level and stateless Rust graphics framework