Azul3D
wgpu-native
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Azul3D | wgpu-native | |
---|---|---|
2 | 13 | |
598 | 731 | |
0.2% | 7.4% | |
0.0 | 8.3 | |
over 2 years ago | 9 days ago | |
C | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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Azul3D
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I wrote a simple Go->C++ compiler to use for gameplay programming. Here's a demo of its use for my game project (along with an editor tool). I show the generated C++ in the end of the video. Compiler source code is ~1500 lines, link in video description. Will do a deeper public release soon!
Interesting work Nikki, I've definitely considered going down this path once or twice with Azul3D in years past, cool to see you've gone much further with it than I ever did.
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Mach Engine: The future of graphics (with Zig)
Having a nice API to programmatically work with audio, though, I think is also super important. One thing I did right with a (now-defunct) engine I worked on a long time ago, Azul3D, was put together an truly nice audio library for working with samples in various formats akin to Go's image standard library (if you've ever used that, you'll know why having a common interface to manipulation is super nice.)
wgpu-native
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Capturing the WebGPU Ecosystem
The Mach engine project has prebuilt Dawn libraries and also a simplified build-from-source process using the Zig build system, see:
https://machengine.org/pkg/mach-gpu-dawn/
It's also possible to use wgpu-native in C/C++ projects as prebuilt library, see:
https://github.com/gfx-rs/wgpu-native
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I started drafting a tuto to learn WebGPU for native C++
It is based on the wgpu-native implementation (Firefox backend) but I plan on adding a receipe for using it with Dawn (Chrome backend) as well.
- How is Vulkan supposed to supersede OpenGL in practice?
- Vulkan update: version 1.2 conformance for Raspberry Pi 4
- New open source Common Lisp 3D graphics project -- call for participation
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Go bindings for WebGPU
go-webgpu provides binding for wgpu-native (a safe and portable GPU abstraction in Rust, implementing WebGPU API).
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The current state of GPU API's and why I wish V-EZ hadn't died.
Rust, C++
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WebGL 2.0 is Now Supported in All Major Browsers
When you look at graphics APIs in Rust practically everything is pointing towards, and telling you to use, wgpu, which abstracts over Vulkan, Metal, DX11/12, GLES and WebGPU and is based on, drumroll, WebGPU. Hardly surprising as it's the backend firefox is going to use. And yes it has a C API, too.
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Mach Engine: The future of graphics (with Zig)
Probably the easiest option would be to target wgpu-native prebuilt binaries but these don't have iOS/Android (unsure if wgpu-native supports iOS/Android at all)
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Learn Wgpu
WGPU is the underlying implementation for WebGPU in Firefox and it has C bindings: https://github.com/gfx-rs/wgpu-native.git.
What are some alternatives?
g3n - Go 3D Game Engine (http://g3n.rocks)
go-webgpu - Go bindings for WebGPU, a safe & cross-platform GPU abstraction
go-collada - Go package for working with the Collada file format.
webgpu-headers
Ebiten - Ebitengine - A dead simple 2D game engine for Go
learn-wgpu - Guide for using gfx-rs's wgpu library.
engo - Engo is an open-source 2D game engine written in Go.
wgpu - Cross-platform, safe, pure-rust graphics api.
GarageEngine - Game engine written in Go (golang).
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Oak - A pure Go game engine
angle - A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.