ZLUDA
bevy
ZLUDA | bevy | |
---|---|---|
35 | 574 | |
7,671 | 32,489 | |
- | 2.4% | |
7.0 | 9.9 | |
9 days ago | 2 days ago | |
Rust | Rust | |
Apache License 2.0 | 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.
ZLUDA
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Open-source project ZLUDA lets CUDA apps run on AMD GPUs
It now supports AMD GPUs since 3 weeks ago, check the latest commit at the repo:
https://github.com/vosen/ZLUDA
The article also mentions exactly this fact.
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Nvidia bans using translation layers for CUDA software
Looks like nvidia is trying to keep the lynchpin of their entire business model from crumbling underneath them. ZLUDA lets you run unmodified CUDA applications with near-native performance on AMD GPUs.
https://github.com/vosen/ZLUDA
With Triton looking to eclipse CUDA entirely, im not sure this prohibition does anything more than placate casual shareholders.
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Nvidia bans using translation layers for CUDA software to run on other chips
>Dark API functions are reverse-engineered and implemented by ZLUDA on a case-by-case basis once we observe an application making use of it.
https://github.com/vosen/ZLUDA/blob/master/ARCHITECTURE.md
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Nvidia hits $2T valuation as AI frenzy grips Wall Street
> I know AMD have their competition, but their GPU software division keeps tripping over itself.
They are actively stepping on every rake there is. Eg they just stopped supporting the drop-in-cuda project everyone is waiting for, due to there being "no business-case for CUDA on AMD GPUs" [0].
[0] https://github.com/vosen/ZLUDA?tab=readme-ov-file#faq
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Nvidia Is Now More Valuable Than Amazon and Google
https://github.com/vosen/ZLUDA
They still funded it and it was created.
- Debian on Apple hardware (M1 and later)
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AMD Funded a Drop-In CUDA Implementation Built on ROCm: It's Open-Source
From the same repo, I found this excellent, well-written architecture document: https://github.com/vosen/ZLUDA/blob/master/ARCHITECTURE.md
I love the direct, "no bullshit" style of writing.
Some gems:
> Anyone familiar with C++ will instantly understand that compiling it is a complicated affair.
> Additionally CUDA allows, to a large degree, mixing CPU code and GPU code. What does all this complexity mean for ZLUDA? Absolutely nothing
> Since an application can dynamically link to either Driver API or Runtime API, it would seem that ZLUDA needs to provide both. In reality very few applications dynamically link to Runtime API. For the vast majority of applications it's sufficient to provide Driver API for dynamic (runtime) linking.
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
CUDA is huge and nvidia spent a ton in a lot of "dead end" use cases optimizing it. There have been experiments with CUDA translation layers with decent performance[1]. There are two things that most projects hit:
1. The CUDA API is huge; I'm sure Intel/AMD will focus on what they need to implement pytorch and ignore every other use case ensuring that CUDA always has the leg up in any new frontier
2. Nvidia actually cares about developer experience. The most prominent example is Geohotz with tinygrad - where AMD examples didn't even work or had glaring compiler bugs. You will find nvidia engineer in github issues for CUDA projects. Intel/AMD hasn't made that level of investment and thats important because GPUs tend to be more fickle than CPUs.
[1] https://github.com/vosen/ZLUDA
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Why Nvidia Keeps Winning: The Rise of an AI Giant
> I don't think you understand just how insanely difficult it is to break into that market.
You're right, I have no clue nor have I ever tried myself.
> Even with apple money or something like that, it's a losing prospect because in the time it'll take you to get up and off the ground (which is FOREVER) your competition will crush you.
This I find hard to believe, do you have a source or reference for that claim? Companies with that amount of cash are hardly going to be crushed by competition be it direct or indirect. Anyway, I'm talking more about the Intels and AMDs of this world.
We have very lacklustre efforts from players I won't name with their Zluda library (https://github.com/vosen/ZLUDA) which I got REALLY excited about, until I read the README.txt. Four contributors, last commit early 2021.
Why, oh why, is it this bad?
- Intel Arc Graphics Driver Change Leads To A Big Speed-Up Under Linux
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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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
What are some alternatives?
InvokeAI - InvokeAI is a leading creative engine for Stable Diffusion models, empowering professionals, artists, and enthusiasts to generate and create visual media using the latest AI-driven technologies. The solution offers an industry leading WebUI, supports terminal use through a CLI, and serves as the foundation for multiple commercial products.
Amethyst - Data-oriented and data-driven game engine written in Rust
HIPIFY - HIPIFY: Convert CUDA to Portable C++ Code [Moved to: https://github.com/ROCm/HIPIFY]
Godot - Godot Engine – Multi-platform 2D and 3D game engine
ROCm - AMD ROCm™ Software - GitHub Home [Moved to: https://github.com/ROCm/ROCm]
Fyrox - 3D and 2D game engine written in Rust
HIPIFY - HIPIFY: Convert CUDA to Portable C++ Code
piston - A modular game engine written in Rust
HIP - HIP: C++ Heterogeneous-Compute Interface for Portability
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
arrow - 🏹 Better dates & times for Python
specs - Specs - Parallel ECS