ash
rust-sciter
ash | rust-sciter | |
---|---|---|
13 | 6 | |
1,702 | 797 | |
2.1% | 0.4% | |
8.5 | 0.0 | |
9 days ago | about 2 years 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) }
rust-sciter
- Hey Rustaceans! Got a question? Ask here (16/2023)!
- Rust 1.64 Became 10-20% Faster On Windows
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Azure CTO: “It's time to halt starting any new projects in C/C++ ”
Most GUI apps don't need what Qt provides though. They mostly need stability and cross-platform support, so ... they should start with something like Tauri or Sciter, and if there is something they need natively they will be in a much better situation to pick their poison.
https://github.com/tauri-apps/tauri uses OS provided WebView
https://github.com/sciter-sdk/rust-sciter uses Sciter
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Do you think the Rust is production ready for GUI in 2021?
I seriously advise against using rust-sciter. It uses a lot of unsafe code, some of which is invalid and directly causes Undefined Behavior; see for example issue #114. rust-sciter's author doesn't seem to have any interest in fixing those. Besides, the code is highly unidomatic and looks like it's been written to resemble C++ – this is in itself not wrong, but always a red flag.
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Any stable crate to develop a cross-platform Rust desktop app?
I use https://github.com/sciter-sdk/rust-sciter in my project https://github.com/rustdesk/rustdesk
What are some alternatives?
learn-wgpu - Guide for using gfx-rs's wgpu library.
SvelteKit - web development, streamlined
wgpu-rs - Rust bindings to wgpu native library
Cursive - A Text User Interface library for the Rust programming language
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
libui-rs - Rust bindings to the minimalist, native, cross-platform UI toolkit `libui`
rust-gpu-compute-example - Minimal example of using rust-gpu and wgpu to dispatch compute shaders written in rust.
rustdesk - An open-source remote desktop, and alternative to TeamViewer.
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
Native Windows GUI - A light windows GUI toolkit for rust
vulkanalia - Vulkan bindings for Rust.