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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.
State of GPGPU in 2022
12 projects | reddit.com/r/rust | 27 Apr 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
I made a video with every single debug render on a pathtracer I'm programming in Rust
5 projects | reddit.com/r/programming | 30 Nov 2021
low level vulkan bindings
How to render text with rust?
11 projects | reddit.com/r/rust | 31 Oct 2021
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.
Pilka: Personal live-coding shader editor
3 projects | reddit.com/r/rust | 1 Sep 2021
This project was inspired by the Bonzomatic, KodeLife and others, as well as in educational purposes to learn Vulkan using ash.
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.
Best Vulkan wrapper / low-level graphics library?
4 projects | reddit.com/r/GraphicsProgramming | 9 Feb 2021
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.
gfx-rs ecosystem releases v0.8
Naga-based shader infrastructure has been growing and capturing more ground. It has reached an important point where SPIRV-Cross is not just optional on some platforms, but even not enabled by default. This is now the case for Metal and OpenGL backends. Naga path is easier to integrate, share types with, compile, and it’s much faster to run. Early benchmarks suggest about 2.5x perf improvement over SPIRV-Cross for us.
GPU compute shader for SHA256 using Rust!
3 projects | reddit.com/r/rust | 25 Apr 2021
rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
GPU programming .. SYCL
2 projects | reddit.com/r/rust | 15 Apr 2021
14 projects | reddit.com/r/rust | 6 Apr 2021
For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
Bevy 0.5: data oriented game engine built in Rust
10 projects | news.ycombinator.com | 6 Apr 2021
We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
6 projects | reddit.com/r/rust_gamedev | 30 Mar 2021
Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!6 projects | reddit.com/r/rust_gamedev | 30 Mar 2021
Newbie questions on design patterns in Rust
2 projects | reddit.com/r/rust_gamedev | 21 Mar 2021
Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.
OpenGL in Rust
4 projects | reddit.com/r/rust | 22 Feb 2021
there is a lack of opengl development because opengl itself is beint phased out slowly. your best bet here is probably https://wgpu.rs
What are some alternatives?
learn-wgpu - Guide for using gfx-rs's wgpu library.
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
hash-shader - SHA256 Compute Shader (Kernel) Written in Rust
gpuweb - Where the GPU for the Web work happens!
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
rust-gpu-compute-example - Minimal example of using rust-gpu and wgpu to dispatch compute shaders written in rust.
simple-game - A personal collection of windowing/graphics/game code to get started quickly on games and graphical applications