Enzyme
bevy
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Enzyme | bevy | |
---|---|---|
16 | 572 | |
1,150 | 32,060 | |
2.8% | 3.4% | |
9.6 | 9.9 | |
6 days ago | 4 days ago | |
LLVM | Rust | |
GNU General Public License v3.0 or later | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Enzyme
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Show HN: Curve Fitting Bezier Curves in WASM with Enzyme Ad
Automatic differentiation is done using https://enzyme.mit.edu/
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Ask HN: What Happened to TensorFlow Swift
lattner left google and was the primary reason they chose swift, so they lost interest.
if you're asking from an ML perspective, i believe the original motivation was to incorporate automatic differentiation in the swift compiler. i believe enzyme is the spiritual successor.
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Show HN: Port of OpenAI's Whisper model in C/C++
https://ispc.github.io/ispc.html
For the auto-differentiation when I need performance or memory, I currently use tapenade ( http://tapenade.inria.fr:8080/tapenade/index.jsp ) and/or manually written gradient when I need to fuse some kernel, but Enzyme ( https://enzyme.mit.edu/ ) is also very promising.
MPI for parallelization across machines.
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Do you consider making a physics engine (for RL) worth it?
For autodiff, we are currently working again on publishing a new Enzyme (https://enzyme.mit.edu) Frontend for Rust which can also handle pure Rust types, first version should be done in ~ a week.
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What is a really cool thing you would want to write in Rust but don't have enough time, energy or bravery for?
Have you taken a look at enzymeAD? There is a group porting it to rust.
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The Julia language has a number of correctness flaws
Enzyme dev here, so take everything I say as being a bit biased:
While, by design Enzyme is able to run very fast by operating within the compiler (see https://proceedings.neurips.cc/paper/2020/file/9332c513ef44b... for details) -- it aggressively prioritizes correctness. Of course that doesn't mean that there aren't bugs (we're only human and its a large codebase [https://github.com/EnzymeAD/Enzyme], especially if you're trying out newly-added features).
Notably, this is where the current rough edges for Julia users are -- Enzyme will throw an error saying it couldn't prove correctness, rather than running (there is a flag for "making a best guess, but that's off by default"). The exception to this is garbage collection, for which you can either run a static analysis, or stick to the "officially supported" subset of Julia that Enzyme specifies.
Incidentally, this is also where being a cross-language tool is really nice -- namely we can see edge cases/bug reports from any LLVM-based language (C/C++, Fortran, Swift, Rust, Python, Julia, etc). So far the biggest code we've handled (and verified correctness for) was O(1million) lines of LLVM from some C++ template hell.
I will also add that while I absolutely love (and will do everything I can to support) Enzyme being used throughout arbitrary Julia code: in addition to exposing a nice user-facing interface for custom rules in the Enzyme Julia bindings like Chris mentioned, some Julia-specific features (such as full garbage collection support) also need handling in Enzyme.jl, before Enzyme can be considered an "all Julia AD" framework. We are of course working on all of these things (and the more the merrier), but there's only a finite amount of time in the day. [^]
[^] Incidentally, this is in contrast to say C++/Fortran/Swift/etc, where Enzyme has much closer to whole-language coverage than Julia -- this isn't anything against GC/Julia/etc, but we just have things on our todo list.
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Jax vs. Julia (Vs PyTorch)
Idk, Enzyme is pretty next gen, all the way down to LLVM code.
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What's everyone working on this week (7/2022)?
I'm working on merging my build-tool for (oxide)-enzyme into Enzyme itself. Also looking into improving the documentation.
- Wsmoses/Enzyme: High-performance automatic differentiation of LLVM
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Trade-Offs in Automatic Differentiation: TensorFlow, PyTorch, Jax, and Julia
that seems one of the points of enzyme[1], which was mentioned in the article.
[1] - https://enzyme.mit.edu/
being able in effect do interprocedural cross language analysis seems awesome.
bevy
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
- Not only Unity...
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Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
What are some alternatives?
Zygote.jl - 21st century AD
Amethyst - Data-oriented and data-driven game engine written in Rust
Flux.jl - Relax! Flux is the ML library that doesn't make you tensor
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Pytorch - Tensors and Dynamic neural networks in Python with strong GPU acceleration
Fyrox - 3D and 2D game engine written in Rust
Lux.jl - Explicitly Parameterized Neural Networks in Julia
piston - A modular game engine written in Rust
linfa - A Rust machine learning framework.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
faust - Functional programming language for signal processing and sound synthesis
specs - Specs - Parallel ECS