BlueEngine
learn-wgpu
BlueEngine | learn-wgpu | |
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2 | 75 | |
303 | 1,386 | |
1.0% | - | |
7.7 | 8.2 | |
about 1 month ago | 8 days ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
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BlueEngine
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Rust for mobile development?
Hey there! Author of Blue Engine here.
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Creating 3D figures in Rust
What you're describing can be done with any engine that does support creating shapes from vertices directly. I'm the author of Blue Engine and, in case of icospehere, I have built something similar which you can check if it can suit you.
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?
druid - A data-first Rust-native UI design toolkit.
ash - Vulkan bindings for Rust
ndk - Rust bindings to the Android NDK
glium - Safe OpenGL wrapper for the Rust language.
rust-android-gradle
SDL - Simple Directmedia Layer
bevy-examples - Shaders and other small Bevy examples
winit - Window handling library in pure Rust
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
fltk-rs - Rust bindings for the FLTK GUI library.