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baryon | wgsl.vim | |
---|---|---|
3 | 1 | |
87 | 28 | |
- | - | |
0.0 | 2.3 | |
about 2 years ago | 12 months ago | |
Rust | Vim Script | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
baryon
Posts with mentions or reviews of baryon.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-11-18.
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Render Pipelines in wgpu and Rust
Before I set off on the journey of refactoring, I looked for other wgpu projects to see how they structured their app architecture. I found 2 great examples that I primarily referenced - both with “b” names funnily enough: baryon and bevy.
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Primitive Geometry in wgpu and Rust
Before I dove too deep into the process, I was curious how other libraries handled their primitive geometry in Rust. I looked into Bevy and Baryon, the former being a well established (and huge) game engine and the latter being a smaller, easier to digest library.
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Is WGSL a good choice?
P.S. I'm fully using WGSL in vange-rs and baryon
wgsl.vim
Posts with mentions or reviews of wgsl.vim.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-09-25.
-
Is WGSL a good choice?
IIRC, somebody looked at it, but nothing usable yet. There is, however, cargo-wgsl, vscode-wgsl, Emacs plugin, and Vim plugin
What are some alternatives?
When comparing baryon and wgsl.vim you can also consider the following projects:
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
gpuweb - Where the GPU for the Web work happens!
vscode-wgsl - VsCode Syntax highlight for WGSL files
naga - Universal shader translation in Rust
learn-wgpu - Guide for using gfx-rs's wgpu library.
gpgpu-rs - Simple experimental async GPGPU framework for Rust
vange-rs - Rusty Vangers clone