ash | neovide | |
---|---|---|
13 | 110 | |
1,725 | 12,162 | |
1.7% | 2.0% | |
8.4 | 9.3 | |
7 days ago | 1 day 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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Going beyond build.rs: introducing cargo-px
If you want to automate the creation of certain code that will be nested under the src directory, and committed into source control, there are a variety of ways to do that. One option is to create a sub-crate in your project that does the code-gen and you can run it as needed. The ash project is an example of this.
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Hey Rustaceans! Got a question? Ask here (16/2023)!
There is also [Vulkano](https://github.com/vulkano-rs/vulkano). It has a safe high level api and lower level layers, all the way down to [ash](https://github.com/ash-rs/ash) which is more or less raw vulkan. It's more explicit and verbose than [wgpu](https://github.com/gfx-rs/wgpu) though, so maybe try wgpu first and see how you like it.
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A new picture of my ray tracing voxel engine (Vulkan/RTX/Rust)
Yes. I use Ash bindings for Vulkan and raw GLSL for shaders. I tried to use spirv-std for shaders—it was really great to have the benefits of Rust (structs, enums, strict type assertions, etc.)—until I needed to use buffer references. Unfortunaly, it is not yet implemented.
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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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undefined symbol: wlEglCreateSurfaceExport
Hi, I am having an issue on pop-os wayland where when I run a vulkan application I get an error symbol lookup error: /lib/x86_64-linux-gnu/libnvidia-vulkan-producer.so: undefined symbol: wlEglCreateSurfaceExport I have tested this with https://github.com/ash-rs/ash running the triangle example.
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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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https://np.reddit.com/r/rust/comments/pgruh2/most_efficient_way_to_write_and_read_large/hbfavpa/
fn read_uncompressed_buffer( reader: &mut R, length: usize, // estimated via a seek or other mechanism file_is_little_endian: bool, ) -> Result> { let bytes = length * std::mem::size_of::(); // it is undefined behavior to call read_exact on un-initialized, https://doc.rust-lang.org/std/io/trait.Read.html#tymethod.read // see also https://github.com/MaikKlein/ash/issues/354#issue-781730580 let mut buffer = vec![0u64, length]; unsafe { // transmute u64 to bytes. let slice = std::slice::from_raw_parts_mut( buffer.as_mut_ptr() as *mut u8, length * std::mem::size_of::(), ); reader.read_exact(slice)?; } if is_native_little_endian() != file_is_little_endian { swap(&mut buffer, file_is_little_endian) } }
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Most efficient way to write and read large amounts of u64s?
// it is undefined behavior to call read_exact on un-initialized, https://doc.rust-lang.org/std/io/trait.Read.html#tymethod.read // see also https://github.com/MaikKlein/ash/issues/354#issue-781730580 let mut buffer = vec![0u64, length]; unsafe { // transmute u64 to bytes. let slice = std::slice::from_raw_parts_mut( buffer.as_mut_ptr() as *mut u8, length * std::mem::size_of::(), ); reader.read_exact(slice)?; } if is_native_little_endian() != file_is_little_endian { swap(&mut buffer, file_is_little_endian) }
neovide
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Pulsar, the best code editor since Atom
- have a “graphical” user interface: https://github.com/neovide/neovide
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Unreal Engine with Neovim: Config for Game Development
The process above works fine, though, depending on your setup and project, you might appreciate the benefits of a lean editor like Neovide. So, let’s see how to configure Neovim to run with Unreal Engine.
- Neovide – a simple, no-nonsense, cross-platform GUI for Neovim
- Modeless Vim
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neovide scroll performance
EDIT: I found this just now -> https://github.com/neovide/neovide/issues/1902 and disabling relative line numbers does indeed make the problem more or less disappear.
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Way to make Emacs feel smoother?
Not Emacs, but perhaps https://github.com/neovide/neovide will be of interest to you.
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Switching from Emacs. My experience
im certainly not a programmer , but NVIM with SOME gui like neovide it looks amazing and great,
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Update for telescope-all-recent.nvim: Frequency Sorting now for dressing.nvim!
Yes it is neovide: https://github.com/neovide/neovide
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Software Developer Mac Apps
iTerm2, since Terminal.app doesn't support 24-bit colors and I used Neovim for some time. I now use Neovide for Neovim, so all I use iTerm2 for now is the UI (I have a theme I like, plus dark mode actually works).
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Smooth caret movement in Obsidian
I feel this smooth cursor should be everywhere by default, as it gives so much better user experience. I have also been looking for a solution for neovim as well, but based on what I know, only Neovide has support for this. And most plugins do smooth scrolling only, rather than smooth cursor.
What are some alternatives?
learn-wgpu - Guide for using gfx-rs's wgpu library.
neovim - Vim-fork focused on extensibility and usability
wgpu-rs - Rust bindings to wgpu native library
neovim-qt - Neovim client library and GUI, in Qt5.
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
nvim-terminal.lua - A high performance filetype mode for Neovim which leverages conceal and highlights your buffer with the correct color codes.
rust-gpu-compute-example - Minimal example of using rust-gpu and wgpu to dispatch compute shaders written in rust.
goneovim - A GUI frontend for neovim.
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
alacritty - A cross-platform, OpenGL terminal emulator.
vulkanalia - Vulkan bindings for Rust.
nvim-config - A modern Neovim configuration with full battery for Python, Lua, C++, Markdown, LaTeX, and more...