traits
tinyrenderer
Our great sponsors
traits | tinyrenderer | |
---|---|---|
4 | 61 | |
533 | 19,346 | |
0.9% | - | |
9.2 | 0.0 | |
8 days ago | 6 months ago | |
Rust | C++ | |
- | GNU General Public License v3.0 or later |
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.
traits
-
RustCrypto Release Announcements: `aead` v0.4, `cipher` v0.3, `crypto` v0.2, `elliptic-curve` v0.9, `ecdsa` v0.11
For ECIES that'd probably be something like HPKE. HPKE isn't specific to ECC though, and is defined in terms of a KEM, so the first step there would probably be defining KEM traits which would allow you to plug in ECDH or potentially a post-quantum algorithm or RSA.
-
The last and next year of image-rs
No need for eternal stability. It would be indeed nice to get the API right the first time, but in practice it's borderline impossible to do. It's fine for trait crates to introduce breaking changes from time to time, especially for pre-1.0 ones. For prior art you can take a look at rand_core or RustCrypto trait crates.
-
What’s everyone working on this week (8/2021)?
I finally dusted off my barely-working git hosting solution and added a basic user account system. It took me some time to understand how exactly I was supposed to use password-hash in combination with my hashing function of choice, as well as with the DB. Using sqlx together with Rocket turned out to be somewhat easy once I figured out that I should disregard the built-in database support, since it's seemingly incompatible with sqlx.
-
Go vs Rust for crypto implementations
The main difference between those two languages, I think you should look at, is power of type system. A good type system allows to encode various invariants checked at compile time, help with interoperability, and even improve performance a bit (e.g. by eliminating runtime-checks). In this regard Rust is far, far ahead of Go in my opinion and continues to improve in this regard (e.g. soon we will have const generics). For example, in RustCrypto we have trait crates which contain "interfaces" of several algorithm types. Almost all algorithm implementations in this org (and some third-party implementations) are implemented in terms of those traits, which means you can easily swap algorithms with each other and combine them like Lego blocks, without diving deep into source code. This property is especially important if you want to support less common algorithms (e.g. regional standards or newly developed algorithms).
tinyrenderer
-
How to Become a Software Engineer ?
C++: How OpenGL works: software rendering in 500 lines of code
-
From scratch OpenGL and shaders with raw Xlib
I don’t think that exists (I sure would like for it to), but until it does you could amuse yourself with:
- A 500-line (non-OpenGL-compatible) 3D rasterizer: https://github.com/ssloy/tinyrenderer/wiki.
- A “hello Wayland” app written in C without libwayland or anything else: https://gaultier.github.io/blog/wayland_from_scratch.html.
- A “hello X11” app written in x86-64 assembly(!) without libX11, libxcb, or anything else: https://gaultier.github.io/blog/x11_x64.html.
-
Tiny Compiler – Writing a Compiler in a Weekend
the tinyrenderer[1] project has been on my todos forever now. glad to see the author is writing more self-paced programming projects.
[1]: https://github.com/ssloy/tinyrenderer
-
Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
-
How do I become a graphics programmer? – A guide from AMD Game Engineering team
There are a couple of excellent resources out there for implementing 3D rendering from scratch.
On that I cannot recommend enough is this github repo:
https://github.com/ssloy/tinyrenderer/wiki/Lesson-0:-getting...
If you are more of a visual learner, this guy is also a treasure trove:
https://www.youtube.com/watch?v=ih20l3pJoeU
-
Ask HN: What books or courses do you know similar to "From Nand to Tetris"?
Other people have mentioned ray-tracing in one weekend
If anyone is really interested in graphics I would also recommend TinyRenderer
https://github.com/ssloy/tinyrenderer/wiki
This one is a CPU-based rasterizing renderer
Its good if you want to get a good understanding of what a GPU does underneath
-
Trying to learn wgpu
I was in a similar position to you, and I first did this https://github.com/ssloy/tinyrenderer/wiki
- Where do I start learning graphics programming?
-
Recommendation for graphics experimentation project
Yes, my thoughts exactly, shader!=program on GPU. It's just a code which calculates pixel color or pixel position. See for example this: https://github.com/ssloy/tinyrenderer/blob/master/main.cpp. It's not GLSL or anything uploadable to GPU yet it's still a shader.
-
I have a few months to prepare for an interview. Is there a project that would get me at least part of the way there for the interview?
In terms of a project which would be worthwhile, I think building a software rasterizer from scratch is a useful first step. TinyRenderer is a great place to start. Looking at the high level overview of many graphics subjects, ScratchAPixel is a valuable resource. Theres also just great information in some of the rote graphics programming textbooks (Michael Abrash's Black Book fully available online from Jason Gregory, and this book is really interesting). The "RayTracer in a weekend" series is also (seemingly) very illuminating (no pun intended).
What are some alternatives?
rav1e - The fastest and safest AV1 encoder.
sokol - minimal cross-platform standalone C headers
nlprule - A fast, low-resource Natural Language Processing and Text Correction library written in Rust.
raylib - A simple and easy-to-use library to enjoy videogames programming
tink-rust - Rust port of Tink cryptography library
BodySlide-and-Outfit-Studio - BodySlide and Outfit Studio, a tool to convert, create, and customize outfits and bodies for Bethesda games.
mos - An assembler, code formatter, language server and debug adapter for the MOS 6502 CPU.
deko3d - Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)
google-hashcode-template - Google Hashcode Rust Template
Pangolin - Pangolin is a lightweight portable rapid development library for managing OpenGL display / interaction and abstracting video input.
meta - Meta-crates of the RustCrypto project
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.