ash
windows-rs
ash | windows-rs | |
---|---|---|
13 | 98 | |
1,702 | 9,857 | |
2.1% | 2.1% | |
8.5 | 7.7 | |
6 days ago | about 22 hours ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 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.
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) }
windows-rs
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3 years of fulltime Rust game development, and why we're leaving Rust behind
I'd say Rust does have that big ticket ecosystem push. Microsoft has been embracing Rust lately, with things like official Windows bindings [1].
The bigger problem is just inertia: large game engines are enormous.
[1]: https://github.com/microsoft/windows-rs
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Ask HN: What is the best way to build a desktop app in Windows in 2023?
It's a shame that, unlike with Win32, using WinUI places pretty harsh restrictions on which programming languages and environments you can use. Only C# and C++ are supported, the latter only with Microsoft compilers. For everything else, including Rust[1], Python and MinGW C/C++, there is no answer for OP's question, and the effect of this on the visual consistency of the Windows desktop is obvious - there is none. Every third-party app uses a different toolkit with a different look and feel, because the library providing the standard look and feel simply isn't available to the majority of developers.
[1]: https://github.com/microsoft/windows-rs/pull/1836
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Good rust book for the 1st time programmer with no prior programming experience?
[0] https://github.com/microsoft/windows-rs
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What in Rust is equivalent to C++ DLLs (shared libraries), or what do I need to do to support extensions in my app?
On Windows you'd need to call the LoadLibraryEx method. You'd also need a crate to call Win32 functions, I suggest windows-rs.
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Microsoft is to enable Rust use for Windows 11 kernel
windows-rs, Microsoft's crate wrapping the Windows API, already includes the WDK, the special sdk for creating kernel code.
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Which GUI toolkit for Rust today.. few questions...
On windows, I'll probably use https://github.com/gabdube/native-windows-gui or https://github.com/microsoft/windows-rs both of them seem pretty solid.
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Which crate for listing / moving Windows 11 windows ?
*nod* It's an official Microsoft thing generated from official Microsoft API definition files. (The repo is at microsoft/windows-rs on GitHub.)
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Kernel Headers for Windows could soon make it into windows-rs
Microsoft offers official "bindings" to Win32 APIs through win32metadata. However, until recently, it did not include metadata for kernel-level functions or WDK. In early 2021, an issue was raised through windows-rs regarding this limitation, but progress was slow until now. Microsoft has finally released official metadata for WDK, which can be found on the wdkmetadata repository. The latest comment on the issue thread can be found here:
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Is the Rust ecosystem capable of making a cross-platform mobile game with p2p Bluetooth yet?
Is something wrong with https://github.com/deviceplug/btleplug or you haven't found it? You could also use bindings to platform libraries like https://github.com/microsoft/windows-rs and https://github.com/rust-mobile/ndk if btleplug doesn't have something fundamental to you.
What are some alternatives?
learn-wgpu - Guide for using gfx-rs's wgpu library.
winapi-rs - Rust bindings to Windows API
wgpu-rs - Rust bindings to wgpu native library
Cargo - The Rust package manager
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
fltk-rs - Rust bindings for the FLTK GUI library.
rust-gpu-compute-example - Minimal example of using rust-gpu and wgpu to dispatch compute shaders written in rust.
slint - Slint is a declarative GUI toolkit to build native user interfaces for Rust, C++, or JavaScript apps.
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
Slint - Slint is a toolkit to efficiently develop fluid graphical user interfaces for any display: embedded devices and desktop applications. We support multiple programming languages, such as Rust, C++ or JavaScript. [Moved to: https://github.com/slint-ui/slint]
vulkanalia - Vulkan bindings for Rust.
maven-mvnd - Apache Maven Daemon