bevy-cheatbook
naga
bevy-cheatbook | naga | |
---|---|---|
7 | 28 | |
1,680 | 1,494 | |
3.1% | 0.3% | |
8.9 | 9.2 | |
23 days ago | 6 months ago | |
Rust | Rust | |
- | GNU General Public License v3.0 or later |
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.
bevy-cheatbook
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The Bevy Foundation
I've been using Bevy recently so here are some thoughts on this:
Firstly, the overall quality is high and seeing this attention being paid to the project's organization is another good sign.
Documentation is not great great. The Bevy book runs out of content very quickly. The "Cheat Book" has additional useful information: https://bevy-cheatbook.github.io/. With these plus the examples I've been able to figure out everything I need, but it's slow going.
I'm not 100% sold on ECS. It loses a lot of type safety and there doesn't seem to be any way to ensure cleanup of entities and their components.
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how to learn bevy
This is quite helpful to cover the features of bevy with some code examples and explanations with links to git repositories as reference. Most of it appears to be from 0.9, but you can reference to the migration guide to see how to change from it. Ctrl-f is your friend to see which version changes what.
- Unofficial Bevy Cheat Book
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New to Bevy, Migrating from Unity3D: Need Advice on 2D Game Dev Tools
You can see working examples of nearly everything you asked about in the Bevy Cheatbook
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Survey: How have shader compilation messages been for you?
The biggest source of wasted time for me was finding out that my shaders which were working on native didn’t work on webgl. For one of the more perplexing error messages, I opened this issue in the cheatbook a while ago.
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Bevy 0.5
wasm mostly works :) There's a nice PR open on the cheatbook that documents the process quite well that you can work off of.
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Orthographic projection with top left origin
Great! Are you okay if I submit this to the Unofficial Bevy Cheatbook? This question comes up pretty frequently and this is a great little snippet.
naga
- How does webgpu planning to use webgl shaders?
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I want to talk about WebGPU
That wouldn't have been all that different from WGSL though, the most important thing is that whatever WebGPU uses for its shaders can be translated to and from SPRIV (and WGSL does that too (e.g. via https://dawn.googlesource.com/tint and https://github.com/gfx-rs/naga).
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Survey: How have shader compilation messages been for you?
Hey all, wanted to put this link in here, where I'm proposing changing the API for errors in naga, so Naga can take ownership of error presentation and actually Make Shader Compilation Messages Comfy™: https://github.com/gfx-rs/naga/issues/2317
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Start project on Metal, port to DX11?
EDIT: There is also naga but it does not take HLSL as input: https://github.com/gfx-rs/naga but you can use DirectXShaderCompiler to compile to SpirV, then use naga to compile to Metal.
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Chrome ships WebGPU (available by default in Chrome 113)
And it seems that naga https://github.com/gfx-rs/naga Already has a working front/backend for wgsl.
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Ray query example in Blade
This is basically Ray Tracing support in Blade. So far, only ray queries are supported. Unlike prior work on ray tracing in Rust, this is original due to all shader code being WGSL, see the Naga PR.
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Does WGSL work well with vulkan?
There's a compiler that can translate from WGSL to SPIR-V called naga. Having such a compiler is essential, since WebGPU is planned to use WGSL and browsers are expected to implement rendering via Vulkan (and probably Metal and DX12).
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Glsl transpiler, interpreter?
Not sure about on the CPU, but naga is a shading language transpiler you can write custom front/backends for.
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Any guides/documentation on the WGSL shading language?
The spec docs are actually pretty useful https://www.w3.org/TR/WGSL/ besides that I was using naga's tests for reference https://github.com/gfx-rs/naga/tree/master/tests
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How are Vulkan, CUDA, Triton and all other things connected?
For cross-platform support look at WebGPU and Vulkan (e.g,: [0] [1]. Essentially, you would need to write the func in WGSL or GLSL, HLSL or MSL. Each of these can be cross-compiled to SPIR-V (what Vulkan needs) with cross-compilers such as spirv-cross and naga.
What are some alternatives?
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
rusty-shooter - [suspended] 3d shooter written in Rust using rg3d
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
wgpu-rs - Rust bindings to wgpu native library
wgsl.vim - WGSL syntax highlight for vim
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
bevy - A refreshingly simple data-driven game engine built in Rust
gpuweb - Where the GPU for the Web work happens!
rust-analyzer - A Rust compiler front-end for IDEs
vscode-wgsl - VsCode Syntax highlight for WGSL files