ash
learn-wgpu
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ash | learn-wgpu | |
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10 | 54 | |
1,331 | 1,089 | |
3.6% | - | |
8.8 | 8.1 | |
6 days ago | 2 days ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
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.
ash
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go-vk - A new Go language binding for Vulkan
This is great, of all the vulkan go bindings I have been waiting for one that uses vk.xml to generate the bindings, because it's the only viable way to keep the bindings up-to-date. (fyi the popular [ash-rs](https://github.com/ash-rs/ash) is created the same-way).
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State of GPGPU in 2022
Nice and simple. Its quite portable too. But simplicity and ease of use come with some limitations. Ash is much more complex but can extract every bit of power from your card if needed. Wgpu-rs github comes with many examples and you can find a really nice tutorial here
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I made a video with every single debug render on a pathtracer I'm programming in Rust
low level vulkan bindings
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How to render text with rust?
Glium and ash provide low level access to different common graphics api's. I'm sure there's a good directx-11/12 bindings as well but I'm unfamiliar with what people use.
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Pilka: Personal live-coding shader editor
This project was inspired by the Bonzomatic, KodeLife and others, as well as in educational purposes to learn Vulkan using ash.
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gfx-rs ecosystem releases v0.8
The closest thing to vulkan afaik is literally vulkan bindings, iirc I've seen the ash (https://github.com/MaikKlein/ash) crate recommended for that, but that is fairly unsafe.
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Best Vulkan wrapper / low-level graphics library?
I would not recommend vulkano, I would recommend ash, most serious projects that are targeting only vulkan (ie not using gfx-hal), use ash. Vulkano makes some odd decisions and their build process is a pain, if it works in c++, you might not be able to get it to work in Vulkano. Ash has the same exact dependencies you would need in a C++ rust project (ie just the vulkan sdk on windows), and most low level conversion stuff to rust (enums) is already done.
learn-wgpu
- Hey Rustaceans! Got a question? Ask here (12/2023)!
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Wgpu – Safe and Portable GPU Abstraction in Rust, Implementing WebGPU API
A nice introduction (+ a lot more) can be found here: https://sotrh.github.io/learn-wgpu/#what-is-wgpu
- Tech stack for a turn-based roguelike in Rust
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What is the "P5.js" for Rust?
the "p5.js" of rust is definetelly nannou. but i wouldn't recommend it for something that is graphics heavy, nannou is great for visualizations, effects, animations and stuff, but for proper 3d rendering and stuff you should go to wgpu (which has a great walkthrough: https://sotrh.github.io/learn-wgpu/), or some opengl binding which there are many of: https://crates.io/keywords/opengl
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If you're using Metal you're literally a terrorist [shitpost/rant]
And here's the tutorial: https://sotrh.github.io/learn-wgpu/
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Render Pipelines in wgpu and Rust
baryon is a lightweight toy renderer for prototyping 3D applications in Rust. It uses wgpu to render 3D elements, hecs for an ECS system (to make a scene with “entities” like 3D models), and winit for handling cross-platform window management (just like the wgpu tutorial). It also allows for setting different “render passes”, like a Phong (”cartoony”/fast) vs PBR (”realistic”) pass.
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A web enabled interactive fractal explorer written in rust!
I creted this project while learning from this awesome tutorial which I highly recommend. I also took inspiration for the minimal web ui from this repository.
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Primitive Geometry in wgpu and Rust
⚠️ This tutorial assumes you’ve followed and completed the “Learn wgpu” tutorial. You could also use my repo here as a starting point - but it will require Rust and Trunk setup in your local dev environment. You can also checkout the final code here for reference.
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Where to start to develop a game engine?
If you do know Rust and know what to pick from, but want to be at bleeding edge and have the best Rust centric graphics libraries can offer, try wgpu which is an implementation of WebGPU. There's a tutorial on how to get started too.
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Questions about resizing: 1) How to keep aspect ratio, 2) How to allow resizing as wasm/on web?
Hello! So far am I following this guide for WGPU/Rust: sotrh/learn-wgpu. I made it to the depth buffer before I wanted to use what I had learned to make my own project. It has been going pretty well, with no major hiccups, however, I am having issues with resizing.
What are some alternatives?
wgpu-rs - Rust bindings to wgpu native library
glium - Safe OpenGL wrapper for the Rust language.
winit - Window handling library in pure Rust
SDL - Simple Directmedia Layer
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
luminance-rs - Type-safe, type-level and stateless Rust graphics framework
rust-gpu-compute-example - Minimal example of using rust-gpu and wgpu to dispatch compute shaders written in rust.
vulkano - Safe and rich Rust wrapper around the Vulkan API
bevy - A refreshingly simple data-driven game engine built in Rust
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.